Powers and Power Building

Introduction

One aspect of fantasy, horror, and science-fiction role-playing games is the strange and wondrous powers that can be encountered. In this game any skill based upon the PY or MP of a character or a creature is classified as a power.

The Nature of the Psychic World

If your game has psychic powers then it also has a realm that only those with PY or PY-based abilities can perceive. Anyone having a PY greater than 0 is called a psychic. This realm is called the psychic world. Depending on how your game world is developed this can be an unseen part of the everyday world, or it can be a separate place called a plane of existence. This might be called the psychic plane.

The Psychic World

No matter what the psychic world is called it will have the same basic components. In some worlds these will be separate regions accessible only to those with specific types of skills. In others they might all be together in the same place, but only accessible to those with certain skills. Don't think of these as places in the physical sense, they are just a way of looking at how a psychic is aware of things.

The Realm of Thoughts

This is the most structured part of the psychic world. Rational thought is very stable and thoughts tend to last for a long time within the psychic world. A separate place of thought will be very logical, and what you find there will always make sense. This realm requires at least the power of Sensitivity to perceive.

There is a danger that a psychic will be so caught up in this realm of pure thought that they will lose their ability to express emotions. One possible result of an accident while delving into the Realm of Thought is to acquire the condition Emotionless (e) at either 1 or at the level of failure. This prevents the psychic from feeling any emotions.

The Realm of Perceptions

Similar to thoughts, perceptions are clouded by preconceived notions. They are not as stable as thoughts, but what stability they have is from the reality they are based on. A separate place of perceptions will look a lot like the real world, though there will likely be distortions. This realm requires at least Sensitivity to perceive.

There is a danger that a psychic will be overloaded by their senses. One possible result of an accident while delving into the Realm of Perceptions is to acquire the condition Sensory Deprivation (e) at either 1 or at the level of failure. This detriment prevents the psychic from being able to sense anything.

Emotions

The feelings generated within an individual can have a powerful presence in the psychic world. The presence of strong emotions or the emotions of large numbers can overwhelm a psychic. A separate place of emotions will be a very chaotic place, and dangerous. This realm requires at least Cooperative Empathy to perceive.

There is a danger that a psychic will be overcome by emotion. One possible result of an accident while delving into the Realm of Emotions is to acquire the condition Emotional Overload (e) at either 1 or at the level of failure. This detriment prevents the psychic from being able to act, they are so totally overcome.

Memories

Strong memories have nearly as much stability as thoughts, though they will change with time. Strong memories can tell you a lot about the past. A separate place of memories can be very useful if you are willing to face the dangers of getting caught up in someone's memories. This realm requires at least Sensitivity to perceive.

There is a danger that a psychic will be trapped in a memory. One possible result of an accident while delving into the Realm of Memories is to acquire the condition Memory Trap (e) at either 1 or at the level of failure. This detriment forces the psychic to relive a memory until a way out is discovered.

Dreams

Dreams are very difficult to interpret. Dreams always mean something to those having the dream. A psychic who can enter the land of dreams can learn much, and gain great powers and skills; but there are extreme dangers, not least of which is the risk of losing a sense of reality. This realm requires Lucid Dreaming to perceive in any meaningful way.

There is a danger that a psychic will be trapped in a dream. One possible result of an accident while delving into the Realm of Dreams is to acquire the condition Dream Trap (e) at either 1 or at the level of failure. This detriment forces the psychic to experience a dream until a way out is discovered.

Future Influences

The most vague psychic impressions are those from the future. Since the future has not happened there is no guarantee that what is perceived will occur. A separate place for future influences will be a bizarre and confusing montage of images, feelings, etc. This realm requires at least Sensitivity to perceive.

There is a danger that a psychic will be trapped in a particular future. One possible result of an accident while delving into the Realm of Future Influences is to acquire the condition Future Trap (e) at either 1 or at the level of failure. This detriment forces the psychic to experience a particular future until a way out is discovered.

A Psychic Experiences The Psychic World

After a major crime a psychic named Margrath is called in to find the perpetrator. Using the power of Psychic Sensitivity Margrath enters the Realm of Thoughts with his mind. He is looking for the identity of the criminal. Margrath's player chooses to base the attempt on Psychic Sensitivity of 4 modified by PY of 2 and the skill Find Patterns at 4, this gives a total level of skill of 10. The GM decides that there must be a -4 modifier due to the difficulty of sifting through all of the thoughts around the dead body. The d10 roll is 4, for a result of 2. Margrath succeeds in picking up the thoughts of the criminal.

Margath enters into the Realm of Perception to know the identity of the criminal. There is a -1 per change in place. The result is still a 1. With this level of success Margrath now has one clue to the identity of the perpetrator. The GM decides that Margrath has psychically determined what the criminal looks like. With the aid of an artist Margrath can have this likeness drawn.

Beings of Psychic Power

The Psyche

The most common psychic being encountered in the psychic world are normal people. Some are dreamers, some are deep in thought, others are psychics themselves.

Thought-Forms

These are formed by particularly strong thinking. They represent the purest of ideas, so pure they seem to take on a life of their own. It is possible for a thought-form to possess an individual. Thought-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Example of a Thought-Form

Laws of Nature
Fantastic, Automaton, Solitary.
These forms take the shape of an elderly man with a snowy white beard. Each being represents a specific fundamental principle of nature and can talk of it as a foremost expert.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Specific Law of Nature 10 (e)

Perception-Forms

These are formed by particularly strong perceptions. They represent the strong prejudices of individuals applied to what they see. These can take on a life of their own. Perception-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Emotional-Forms

These can take the shape of anything and represent pure emotion detached from any individual. It is easy for an emotional-form to possess an unprotected person. Emotional-forms may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Memory Ghosts

These are beings that exist only due to strong memories. It is easy for a memory ghost to possess an unprotected person. Memory ghosts may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Example of a Memory Ghost

Memory of Birth
Fantastic, Automaton, Solitary.
These forms take the shape of an infant. Each being represents the memory of an infant birth.
PF: -2, MA: -2, IN: 10, IU: 10, PY: 5, MP: 0.
Memory of Birth 10 (e)

Dream-Beings

Usually found in the dream world, these are the characters of our dreams. Some can become so real that they can travel throughout the psychic world. Dream beings may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Shades of Time

These vague and shadowy forms flit about and are very difficult to catch. They can reveal glimpses of the future or the past. The farther into the future they come from, the more unlikely it is that what they reveal will come to pass. Shades of the Future may be created by the GM using the Creature Building rules in the Game Master's Guide to Borigon.

Generation of Psychic Powers

Training and Discipline

Many psychics will gain their powers only after intense training and mental preparations. Through such strenuous efforts the groundwork is laid for the acquisition of powers of even the most powerful sort. Any psychic power is theoretical open to this path to power.

Heredity

Some psychic powers are passed down from parents. In this case, without further training, the psychic advances little in levels of skill.

Trauma

In some cases an extreme trauma can awaken a psychic power. The shock is so great that some part of the mind of the individual is essentially rewritten and the new ability is manifest.

Example of Generation of a Psychic Power

Training and Discipline
The character wants to gain the ability Psychic Bonding. Looking at the description of this power, the player notes that it requires 10 weeks. The player notes the date when this power will be gained. Additionally, since this is a basic power, and the character will continue to be played, a -1 detriment to all ability attempts will apply until the ten weeks have passed.

Manifestation of Psychic Powers

Power Detriments

Except for special cases every use of psychic power causes a power detriment. Basic powers increase the power detriment by 1, difficult powers increase the detriment by 2, and extreme power increase the power detriment by 3. Psychics recover from the detriment at a rate of 1 per hour, or 2 per hour when resting.

Internal Powers

These are the most basic of powers since they effect only the individual. Internal powers incur no power detriment.

Powers of Touch

These powers require that the psychic actually physically touch their objective to perform their powers. If the target is willing there is no detriment incurred. Such powers also require the time it takes to touch someone.

Powers of Thought

These powers either read, interpret, or project thought-forms into the Realm of Thought. These always incur a detriment. Since there is an interaction taking place in the psychic world, such powers require at least a second to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either Mental Endurance (or its equivalent), IN, or IU must be used as a modifier.

Powers of Perception

These powers allow the psychic to learn and experience using their thought-forms in the Realm of Perception, the Realm of Memories, or the Realm of Future Influences. These sometimes incur a detriment. Since there is an extensive interaction taking place in the psychic world, such powers require at least five seconds to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either Mental Endurance (or its equivalent), IN, or IU must be used as a modifier.

Powers of Emotion

These powers either read, interpret, or project emotional-forms into the Realm of Emotions. There may be a detriment. Since there is an extensive interaction taking place in the psychic world, such powers require at least five seconds to perform. For each minute of concentration before making the attempt, there will be a 1 point favorable modifier; though either Mental Endurance (or its equivalent), IN, or IU must be used as a modifier.

Powers of Dream

These powers either read, interpret, or project dream-beings into the Realm of Dreams. These always incur a detriment. Since there is an extensive interaction taking place in the psychic world, such powers require at least ten minutes to perform.

Psychic Powers

Below is a list of psychic powers to choose from. These are only representative and are not to be considered as exhaustive. If you think there should be a skill talk to the GM and try to get it introduced.

Basic Psychic Powers

These are powers that are completely passive or require the cooperation of the target.

Bodily Control

This internal power allows the psychic to enhance their physical capabilities. The level of success is split between the level of effect and the duration (see Modifiers below). This power may be acquired by spending History Points or by spending at least ten weeks (less the PY of the character) in daily meditation (with at least eight hours of meditation daily). Use of this skill has no psychic power detriment. Here is are some examples of specials for Bodily Control:

Cooperative Empathy

Must have the power Sensitivity to acquire this power of emotion. This skill allows the character to experience the emotions of others so long as they are willing to allow it. The level of success is the distance to the target. Development of this skill is spontaneous, though it appears frequently after the character experiences someone else's emotion trauma. This is a passive skill and incurs no power detriment. Here is an example of a special for Cooperative Empathy:

Cooperative Healing

Must have the power Sensitivity to acquire this power of thought. This skill allows the psychic to heal others who are willing to be healed. The level of success is split between range to the target and level of healing. Development of this power is spontaneous, though it is frequently manifest after sustaining a wound. This is active and incurs a basic power detriment. Here is an example of a special for Cooperative Healing:

Cooperative Telepathy

Must have the power Sensitivity to acquire this power of thought. This is the ability to transfer thoughts from one mind to another. The level of success is split between the effect, the range to the other mind, and the duration. This power develops spontaneously (spend the necessary HP). Using this skill results in a -1 detriment. Here is an example of a special for Cooperative Telepathy:

Lucid Dreaming

This power of dream allows the dreamer to control their dreams and to learn better what the dream is trying to reveal. This is a passive skill and incurs no power detriment. Here is an example of a special for Lucid Dreaming:

Personal Psychic Shield

Must have the power Sensitivity to acquire this power of thought. This power of thought allows the character to defend against psychic attacks directed at themselves. The level of success is split between the duration and level of protection. This power develops spontaneously. This is active and incurs a basic power detriment. Here is an example of a special for Personal Psychic Shield:

Psychic Bonding

Must have the power Sensitivity to acquire this power of emotion. This skill allows the psychic to create a psychic bond with another individual for a period of time. The level of success is split between the effect and the duration. All psychic skills performed by the psychic on the bonded individual have a bonus equal to the effect. In order to acquire this skill the user must meditate for a period of ten weeks (less one per PP) or spend the necessary HP. There is basic psychic detriment at the time this power is used to establish a link. Here is an example of a special for Psychic Bonding:

Sensitivity

This power of perception allows the psychic to be open to the manifestations of the psychic world. It allows them to notice that things are happening, powers are in use, and can even provide insights as to what is happening. This power develops spontaneously. This is active and incurs a basic power detriment. Here is are some examples of specials for Bodily Control:

Difficult Psychic Powers

These are powers that are active, but are also limited in some way; or they are passive and do not require the cooperation of the target.

Empathy

Must have the power Sensitivity to acquire this power of emotion. This skill allows the character to experience the emotions of others. The level of success is split between the distance to the target and the ability to overcome defenses. Development of this skill is spontaneous, though it appears frequently after the character experiences someone else's emotion trauma. This is passive and incurs no power detriment. Here is an example of a special for Empathy:

Healing

Must have the power Sensitivity to acquire this power of thought. This skill allows the psychic to heal others. The level of success is split between range to the target and level of healing. Development of this power is spontaneous, though it is frequently manifest after sustaining a wound. This is active and incurs a difficult power detriment. Here is an example of a special for Cooperative Healing:

Infuse Psychic Power

Must have the power Psychic Bonding to acquire this power of thought. This skill allows the psychic to load a psychic power into a physical object. The level of success is treated as though it were HP used to acquire the psychic power. The psychic power item loses a level of the skill every day. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is active and incurs a difficult power detriment. See the section Psychic Power Items below. Here is an example of a special for Infuse Psychic Power:

Location

Must have the power Sensitivity to acquire this power of perception. This skill allows the psychic to detect something specific. The level of success is split between range to the target and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is active and incurs a difficult power detriment. Here is an example of a special for Location:

Postcognition

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know the past. The level of success is split between range to the target, how far back in time the psychic can perceive, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Psychic Shield

This skill allows the character to defend against psychic attacks directed at themselves. The level of success is split between the duration and level of protection. This power develops spontaneously. This is an active skill and incurs a -2 power detriment.

Read Surface Thoughts

Must have the power Sensitivity to acquire this power. This skill allows the psychic to read the surface thoughts of an individual, that is thoughts that are immediately on the mind of the target. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Telepathy

Must have the power Sensitivity to acquire this power. This is the ability to transfer thoughts from one mind to another. The level of success is split between the effect, the range to the other mind, the duration of contact, and any defenses that must be overcome. This power develops spontaneously (spend the necessary HP). Using this skill results in a -2 detriment.

Tracking

Must have the power Sensitivity to acquire this power. This skill allows the psychic to locate and follow the rail of a specific individual. The level of success is split between age of the track, the duration of the effect, and ability to overcome any attempts made to conceal the trail or protect the individual. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -2 power detriment.

Extreme Psychic Powers

These are active and do not require the cooperation of the target.

Awaken Power

Must have the power Psychic Projection to acquire this power. This is the ability to cause psychic powers to suddenly appear in the target item or individual. The level of success is split between the effect (this is treated as though it were HP used to acquire the psychic power), and the duration of the power. If the target is an item, or an individual with no PY, then there will be a -10 modifier (this will raise the PY to 1, or grant an item a PY of 1). The individual or item may then gain powers at their PY. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment. See the section Psychic Power Items below.

Cause Fear

Must have the power Psychic Projection to acquire this power. This is the ability to generate fear in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Cause Harm

Must have the power Psychic Projection to acquire this power. This is the ability to generate wounds in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Cause Madness

Must have the power Psychic Projection to acquire this power. This is the ability to generate insanity in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Clairvoyance

Must have the power Sensitivity to acquire this power. This skill allows the psychic to perceive something specific. The level of success is split between range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Confusion

Must have the power Psychic Projection to acquire this power. This is the ability to generate indecision in the target(s). The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

ESP

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know something specific. The level of success is split between range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Hold

Must have the power Psychic Projection to acquire this power. This is the ability to prevent the target(s) form moving. The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Layering Psychic Powers

Must have the power Psychic Projection to acquire this power. This is the ability to place psychic powers within a physical item. The level of success is split between the effect (this is treated as though it were HP used to acquire the psychic power), and the duration of the power. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment. See the section Psychic Power Items below.

Medium

Must have the power Sensitivity to acquire this power. This is the ability to allow spirits to possess the psychic. The level of success is split between the effect, the range of the projection, the duration of the projection, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Melting

Must have the power Sensitivity to acquire this power. This skill allows the psychic to become invisible. The level of success is split between the effect, and the duration of the invisibility. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Precognition

Must have the power Sensitivity to acquire this power. This skill allows the psychic to know the future. The level of success is split between range to the target, how far into the future the psychic can perceive, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Psychic Projection

Must have the power Sensitivity to acquire this power. This is the ability to project thought-forms of the psychic as required. The level of success is split between the effect, the range of the projection, the duration of the projection, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Pyrokinesis

Must have the power Telekinesis to acquire this power. This is the ability to alter temperature. The level of success is split between the effect, the range to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Read Thoughts

Must have the power Sensitivity to acquire this power. This skill allows the psychic to read the thoughts of an individual. The level of success is split between the effect, the range to the target, the duration of thought-reading, and the ability to overcome defenses. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Suggestion

Must have the power Psychic Projection to acquire this power. This is the ability to force the target(s) to do the psychic's bidding. The level of success is split between the effect, the range of to the target, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

Telekinesis

Must have the power Sensitivity to acquire this power. This is the ability to project thought-forms to manipulate physical objects. The level of success is split between the effect, the range to the target, the duration of the telekinesis, and any defenses that must be overcome. This power may be acquired by spending History Points and by spending at least a year (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). Using this skill results in a -3 detriment.

True Sight

Must have the power Clairvoyance to acquire this power. This skill allows the psychic to know the truth about something, even to the point of seeing past an illusion. The level of success is split between the effect, the range to the target, the duration of the effect, and level of protection that must be overcome. This power may be acquired by spending History Points and by spending at least six months (less the PY of the character in days) in daily meditation (with at least eight hours of meditation daily). This is an active skill and incurs a -3 power detriment.

Psychic Power Items

How to Create Psychic Items

The first way to create psychic items of power is to use the skill Infuse Psychic Power, described above. Such items are rare since they do not last for long. Longer lasting items may be found that have been made using the Layering Psychic Powers skill. A way to make an item with permanent psychic powers is to use the skill Awaken Psychic Powers to grant the item a PY of 1 or more and then teach it powers.

Power Detriment Devices

There are two kinds of psychic devices to help with power detriments. The first is to improve the recovery from the psychic detriment. Such items will improve the recovery rate by 1 for every 10 levels of success.

A second kind of device is a power pool. The level of success is the pool of points from which power detriment is drawn. These points can be used immediately to recover from any existing detriment. After that any additional detriments are drawn from the pool until it is exhausted.

Items of Psychic Power

There are two kinds of items of psychic power. The first enhances the abilities of the psychic. These items are based on specific powers. Only a psychic can use such items.

The second kind of item has a power within it that is conferred to the individual using the item. This allows non-psychics to use psychic powers.

The Magical Nature of the World

If your game has magical powers then it also has a realm that only those with MP or MP-based abilities can perceive. This realm is called the magical world. Depending on how your game world is developed this can be an unseen part of the everyday world, or it can be a separate plane of existence. This might be called the astral plane.

The Magical World

No matter what the magical world is called it will have the same basic components. In some worlds these will be separate regions accessible only to those with specific types of skills. In others they might all be together in the same place, but only accessible to those with certain skills. The magical world is an abstraction where place, time, and shape have no meaning.

The Astral Plane

Beyond the psychic world is a realm that is in the middle ground between absolute stability and the chaotic malleability of the psychic world. In fact the psychic world is the lowest region of the astral plane. For this reason psychic abilities are never as powerful as magical abilities, nor are they as potentially dangerous. Like the psychic plane, the astral has regions.

The Realm of Undead

The lowest level of the astral plane is also the most obviously dangerous. It is a shadowy place where the traveler risks attack by those who would absorb their life essence.

The Astral Sea

This is not really a sea, though many imagine this place to be a sea of stars, each leading to another plane of existence. The substance of magic is the light from these "stars" and it permeates the astral plane. The attribute MP is the ability to manipulate this astral light.

The Realm of Stability

Upon the astral sea are places that seem to be asteroids. These are called regions of stability. When a magician settles down and builds a place to work, it is represented on the astral plane as a small asteroid. As the place becomes more magically powerful, its representation on the astral grows in size.

The High Astral

The high astral is represented by planets. These are the realms of mythology. They are reflections of strong religious beliefs from the physical world, and they can also be reflections of spiritual and divine powers from the higher realms.

Magical Beings

Undead

A being is undead when after death their spirit does not rest. It clings to some element of the world it knew in life and a magical form is created over time in this realm of the astral. Some undead create a link to their body in life, these are lesser undead. Some create a link to any lifeless form, these are a kind of undead called hauntings. Some create a link to vulnerable people (those who are ill, insane, tainted, or spiritually deficient in some way) to take their body away from them, such undead are another form of haunting. Some undead maintain their existence by force of will from feeding off of the living, such are called greater undead. Some become undead through their own choice by dark and terrible magics, these and sufficiently powerful undead of other types are called undead lords, as they can command all other undead below their station.

The Beings of Myth

Creatures of myth and legend can be found traveling the astral sea. Any creature from any myth, belief, or work of fiction can be found here (so long as the GM allows it). Anything from Bugs Bunny to Cthulhu can be found here.

Generation of Magical Powers

Initiation

This is where the candidate for the power undergoes the equivalent of a short adventure, undergoing a series of trials to determine their worthiness. At the end the initiate undergoes a mystical conversion that confers whatever powers are being sought. This is a key point, that power is now a part of the character. There can be a series of initiations, each with increasing levels of difficulty and increasing levels of power. This option lends itself to the development of new initiation ceremonies designed by the player to acquire powers that they create for their characters (subject to GM approval of course). For example, a magical tradition requires a death and rebirth initiation before gaining the ability to speak with spirits. It is decided that this initiation requires the candidate to explore a cave that has a spiritual foe within it. The candidate will be ritually killed by this spirit, and then brought back into a new existence. The manifestation of this new existence would be the skill Speak with Spirits of the Dead (MP) (d).

Instruction

The magician is instructed by a master magician. This requires that the GM develop the available master magicians. Eventually, you will exhaust the master's training, but that should take a long time. Check to see if you can develop new powers once you have exhausted the spells of the master and how this can be done. Instruction normally takes two months for basic powers, a year for difficult powers, and two years for extreme powers. For example, a master magician decides to train your character in the skill Speak with Spirits of the Dead (MP) (d). This skill is difficult and it will take a year to learn less 1 day per MP of the character.

Inheritance

The power is inherited from some other magician. You must check with the GM to determine if this option is available and what requirements exist for the transfer of power. You also need to know what the magician who is giving up the power receives in return, if anything. A magician who is nearing the end of her life passes on the skill Speak with Spirits of the Dead (MP) (d) to your character, rather than allowing it to die with her.

Transfer of Power

The power is transferred from one magician to another by magical means, or the magician can use magic to learn new powers on their own. Such powers exist only for the duration of the magical effect. In either case the level of success will be split between the duration and the effect. Here the effect is a number, these are treated as though they are history points. The cost is based on the level used to transfer the power.

Bestowal from Higher Powers

This is identical to Transfer of Power, except in this case the power is granted by a spiritual or divine power.

Genetics

Some races have intrinsic magical powers.

Manifestation of Magical Powers

Knowledge of Magic (IN) (d)

This skill is an understanding of the principles of magic. Specials can include specific laws of magic from the list below.

The Law of Animism

This is the principle that everything has a presence on the astral plane and thus can be manipulated magically. Knowledge of this law allows for a favorable modifier of 1 in any attempt to make a magic item.

The Law of Association (Sympathy)

This is the principle that symbols of an action are magically equivalent to the action; for example, raising the hand is equivalent to lifting a distant object. Knowledge of this law allows for a favorable modifier of 1 in any attempt to perform a ritual.

The Law of Attraction

This is the principle that like attracts like; for example, growing angry makes those around you angry. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically manipulate an individual.

The Law of Causality

This is the principle that states that every effect has a cause, and the cause always precedes the effect. Knowledge of this law allows for a favorable modifier of 1 in any attempt to discern the reason behind a magical effect.

The Law of Contagion

This is the principle that things in contact maintain a magical connection even after being parted. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically manipulate an individual using something that belongs to them.

The Law of Evocation

This is the principle that communications with magical entities can be established outside of yourself. Knowledge of this law allows for a favorable modifier of 1 in any attempt to contact spirits.

The Law of Identification

This is the principle that allows you to magically become so attuned to another individual or entity that you can become them; sharing their power and knowledge. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically commune or share power with another entity or person.

The Law of Imagination

This is the principle that in order to perform a magical working you need to have the goal of the working firmly in your mind. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Infinite Information

This is the principle that there is always more information to discover. Knowledge of this law allows for a favorable modifier of 1 in any attempt to learn something magically.

The Law of Infinite Planes

This is the principle that states there are an unending number of planes of existence. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically find or conjure something in specific.

The Law of Invocation

This is the principle allowing you to magically communicate with an entity or individual internally. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically communicate.

The Law of Knowledge

This is the principle that knowledge brings magical power. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Limited Senses

This is the principle that no one can perceive everything. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically perceive something.

The Law of Names

This is the principle where knowing the true name of an individual, either symbolically or verbally, will give you power over that individual. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically influence or control something.

The Law of Perception

This is the principle that you cannot control your interaction with anything until you can perceive it. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Polarity

This is the principle that opposing emotions conflict. Knowledge of this law allows for a favorable modifier of 1 in any attempt to magically protect something.

The Law of Power

This is the principle that you do not have the power to do magic, it comes from outside. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Reality

This is the principle where nothing that exists is impossible. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Regions of Power

This is the principle that certain places are more conducive to magic than others. Knowledge of this law allows for the recovery of an additional point of power detriment each day in such a region.

The Law of Self-Knowledge

This is the principle that it is vital to know yourself when performing magic. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Similarity

This is the principle that causes and effects will have a similarity. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Simultaneity

This is the principle that things happening at the same time are magically connected. Knowledge of this law allows for a favorable modifier of 1 in any magical divination.

The Law of Synthesis

This is the principle that combining seemingly unrelated facts can produce new facts that allow for deep revelations. Knowledge of this law allows for a favorable modifier of 1 in any divination or other acquisition of information.

The Law of True Falsehoods

This is the principle that just because something is not true under the present circumstances, does not mean it is untrue everywhere. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

The Law of Words of Power

This is the principle that certain words contain the ability to alter reality. Knowledge of this law allows for a favorable modifier of 1 in any magical working.

Low Magic

The most commonly practiced magic is useful for everyday applications and is called low magic. This does not mean that it is of low power or little importance, just that it draws upon power from the lower levels of the astral plane. Those who practice low magic are generically called magicians.

Development and Classification of Low Magical Powers

All Magic is Hard to Do

The first thing to remember about magical powers is that using them is always hard, even under the best circumstances. In terms of skills the easiest circumstances for using magic result in a -4 modifier, so keep this in mind. This can be offset by knowledge of magical laws (see the previous section of the rules).

Power Detriments

Except for special cases every use of low magic causes a power detriment. Basic powers increase the power detriment by 1, difficult powers increase the detriment by 2, and extreme powers increase the power detriment by 3. You recover from the detriment at a rate of 1 per unless other circumstances apply.

Magical Intentions

Most low magic powers are ways of performing magic, they have no immediate application. A power becomes a spell (or working) only when you have an application for it. For example, the power Talismanic Magic is not in itself a spell, but making a Talisman of Healing is a spell. Here is a list of common magical intentions that can form the basis of spells when combined with a power.

  1. Air.
  2. Air Elemental Spirits.
  3. Angels.
  4. Animal Spirits.
  5. Animals.
  6. Astral Projection.
  7. Balance.
  8. Battle.
  9. Beauty.
  10. Chaos.
  11. Childbirth.
  12. Cold.
  13. Consumption.
  14. Control.
  15. Countermagic.
  16. Courage.
  17. Creation.
  18. Curse.
  19. Darkness.
  20. Death.
  21. Deception.
  22. Demons.
  23. Disease.
  24. Divination.
  25. Domination.
  26. Dreams.
  27. Earth.
  28. Earth Elemental Spirits.
  29. Electricity.
  30. Eloquence.
  31. Exorcism.
  32. Familiar Spirits.
  33. Fire.
  34. Fire Elemental Spirits.
  35. Flight.
  36. Friendship.
  37. Glory.
  38. Happiness.
  39. Healing.
  40. Health.
  41. Heat.
  42. Hiding.
  43. Honors.
  44. Illusion.
  45. Imprisonment.
  46. Invisibility.
  47. Invulnerability.
  48. Life.
  49. Light.
  50. Local Spirits.
  51. Locks.
  52. Longevity.
  53. Love.
  54. Luck.
  55. Magical Power.
  56. Mental Enhancement.
  57. Movement.
  58. Nightmares.
  59. Oracle.
  60. Order.
  61. Pain.
  62. Peace.
  63. Physical Enhancement.
  64. Plant Spirits.
  65. Plants.
  66. Poison.
  67. Portals to Other Planes.
  68. Prophecy.
  69. Protection.
  70. Psychic Enhancement.
  71. Purification.
  72. Reality.
  73. Reconciliation.
  74. Regeneration.
  75. Relief.
  76. Repulsion.
  77. Servitude.
  78. Silence.
  79. Size.
  80. Sleep.
  81. Sound.
  82. Strengthening.
  83. Success.
  84. Survival.
  85. Teleportation.
  86. Theft.
  87. Totem Spirits.
  88. Travel.
  89. Undead.
  90. Wards.
  91. Warfare.
  92. Water.
  93. Water Elemental Spirits.
  94. Weakening.
  95. Wealth.
  96. Weapons.
  97. Weather.
  98. Wisdom.
  99. Wounds.
  100. Youth.

Basic Low Magic

Basic magical powers all require at least a week of preparation. Use the table below when creating a basic magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).
Magical Requirement Explanation Modifier Failure
Standard Requirement One week of self-preparation including daily purification and prayers to the God worshipped by the magician. 0 20
Additional Self-Purification One additional day of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 1 1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 3 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Day of a Month The spell can only be cast on a specific day of any month. 4 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 2 The spell will fail.
Time of Day The spell can only be cast at a certain time of day. 2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbibed at the climax of the spell casting. 1 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Here is a list of common lesser magic items used to perform common tasks in spell casting:

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least an hour (each additional hour of consecration adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another hour (each additional hour of gathering power adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then calls upon the forces to perform the spell. This will take another hour (each additional hour of calling upon the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a basic power detriment.

The magician then compels the forces to perform the spell. This will take another hour (each additional hour of compelling the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a basic power detriment.

The magician then dismisses the forces. This will take another hour (each additional hour of dismissing the forces adds +1 to the level of success). If this process requires more than two hours, then either Endurance, Mental Endurance, or PF will be required as one of the modifiers for the roll. Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician. Each attempt of this stage incurs a basic power detriment.

Difficult Low Magic

Difficult magical powers all require at least a day of preparation. Use the table below when creating a difficult magical power. The magical requirements are those preparations that must be done in order to perform the magical working. The explanation sets out what the requirement specifies. The modifier is the plus given by the requirement. Failure is the detriment if a requirement has been specified for a spell and is not met. Note that the standard requirement and limited magical items are all that is necessary for any generic basic magical power; no other requirement need by chosen. Specific magical powers may have additional requirements (see the list below for details).
Magical Requirement Explanation Modifier Failure
Standard Requirement One day of self-preparation including hourly purification and prayers to the God worshipped by the magician. 0 5
Additional Self-Purification One additional hour of self-preparation; purification prayers, ritual bathing, fasting, meditation, etc. 1 1
Limited Magic Items One of more magical tools are required for the spell. Varies The spell will fail.
Seasonal The spell may only be cast in a particular season. 2 The spell will fail.
Month The spell can only be cast during a specific month. 0 The spell will fail.
Week The spell can only be cast on a specific week. 4 The spell will fail.
Week of a Month The spell can be cast only during a given week of any month. 2 The spell will fail.
Day The spell can be cast only on a specific day. 10 The spell will fail.
Day of a Month The spell can only be cast on a specific day of any month. 4 The spell will fail.
Day of a Week The spell can only be cast on a specific day of any week. 0 The spell will fail.
Time of Day

The spell can only be cast at a certain time of day.

2 The spell will fail.
Zodiacal Sign The spell can only be cast when a particular zodiacal sign is overhead. 3 The spell will fail.
Metal The spell requires a tool of a specific metal to be present 1 -1
Gem The spell requires a specific gem to be present. 1 -1
Plant The spell requires a specific plant or herb to be present. 1 -1
Incense/ Potpourri The spell requires a specific type of incense to be burned or potpourri to be used throughout the casting of the spell. 1 -1
Perfume/Oil The spell requires you to wear a perfume or fragrant oil throughout the casting of the spell. 1 -1
Drink The spell requires a particular kind of drink to be imbedded at the climax of the spell casting. 1 -1
Other Symbolic Requirements As specified by you or the GM Varies Varies

Following these preparations a step is required to consecrate the place where the spell is being cast, the spell caster, and the limited magic items (tools) required for the spell. This process will take at least ten minutes (each additional minute of consecration adds +1 to the level of success). Failure to perform the consecration requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician must then gather enough of the astral light to perform the spell. This will take another ten minutes (each additional minute of gathering power adds +1 to the level of success). Use the result of the consecration as a modifier. Failure to gather the power requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then calls upon the forces to perform the spell. This will take another ten minutes (each additional minute of calling upon the forces adds +1 to the level of success). Use the result of the power gathering as a modifier. Failure to call upon the forces requires another attempt or the spell fails. Each attempt of this stage incurs a difficult power detriment.

The magician then compels the forces to perform the spell. This will take a half hour (each additional block of five minutes adds +1 to the level of success). If the entire ritual has taken over an hour by this point then Endurance, Mental Endurance, or PF must be a modifier. Use the result of the gathering of the forces as a modifier. Failure to call upon the forces results in a magical backlash, where the forces being called actually attack the magician. Success at this stage means the spell was successful. Each attempt of this stage incurs a difficult power detriment.

The magician then dismisses the forces. This will take another ten minutes (each additional minute of dismissing the forces adds +1 to the level of success). Failure to dismiss the forces results in a magical backlash, where the forces being called attack the magician. Each attempt of this stage incurs a difficult power detriment.

Extreme Low Magic

Extreme magical powers require no preparation. Their other requirements and general structure are specified below. If you are inventing new extreme powers, then use those below as guidelines.

Magical Effects

No matter what power or intention you use, the end will be a spell or working. The result of this spell can be a focused result, or it can be treated like a skill. A focused result is split between the various parameters of the spell; duration, volume of effect, number of specific targets, etc. If a spell is used to gain a skill, then the result is split between duration and effect; the effect being converted into HP and the new skill acquired with those HP for the duration. If the magician or recipient of the spell purchases additional levels in the skill then they will still have it when the duration ends, though it will be reduced to the level of HP spent by the magician to raise it.

Natural Magic

This is magic that utilizes the phenomena and elements of nature to perform magic.

Animal Paint-Maker, Basic Low Magic Power

The magician uses animal parts combined with oils and pigments to make paints. The lesser magic items for this include paint pots, and a mortar and pestle. These paints will capture some ability of the animal it is made from; this ability is the spell.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Animal Potion-Maker, Basic Low Magic Power

The magician uses animal parts combined with water and other liquids to make potions to be imbibed. The lesser magic items for this include potion bottles, a cauldron, and a mortar and pestle. These potions will capture some ability of the animal it is made from; this ability is the spell.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Beast Master, Basic Low Magic Power

The magician uses his power to summon and control animals and then acquire their abilities through a ceremony. When this power is first purchased the beast master is allowed to choose one animal (or suitable monster) and one magical intention suitable to the chosen creature. This intention should be one of the abilities of the animal. The magician is able to summon and control animals of the type specified, where the level of success is split between the number of animals, the level of control (the animal acquires the magical condition Controlled (b) purchased with the split for control as though they were HP), and the duration of the control. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. With each subsequent level the magician will either acquire a new animal species to summon and control, a new magical intention, or some other special to add to the description of the power.

Fasting, Basic Low Magic Power

This is the ability to fast for days, living on only water and a culturally acceptable form of bread or similar substance. For each day that you fast after the first you will gain a +1 modifier to the final success of the fast. At the end of the fast a Fasting roll is made, either Endurance or PF must be used as a modifier (or some similar skill). The level of success is split between duration and effect. The effect is a favorable modifier for all spells or other uses of power for the duration. You will suffer the effects of hunger during this time.

Fetish Magic, Basic Low Magic Power

This power allows the magician to cast spells through significant objects found in nature. When this power is first acquired the magician learns one intention and the necessary fetish to perform it. With each subsequent level the magician learns a new intention and fetish, or gains some other special. The fetish must be prepared as a lesser magic item. When the ritual is over the fetish becomes a magic item for the duration, conferring the power of the spell to anyone who carries it.

Herbal Power, Basic Low Magic Power

This power allows the magician to cast spells with magical herbs. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one herb. With each subsequent level the magician can either gain a special, can learn another magical intention of the same herb (if there is one), or can learn an intention of a new herb. The herb is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is consumed in the ritual.

Magical Senses, Basic Low Magic Power

The magician can sense the use of powers and the presence of higher powers.

Metal Power, Basic Low Magic Power

This power allows the magician to cast spells with magical metals. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one kind of metal. With each subsequent level the magician can either gain a special, can learn another magical intention of the same metal (if there is one), or can learn an intention of a new kind of metal. The metal is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Prepare Place, Basic Low Magic Power

This power allows the magician to instill places with magical power. When this power is first acquired the magician learns one intention for a particular place. With each subsequent level the magician learns a new intention for that same place, learns a new intention for an additional place, or gains some other special. When the ritual is over the place becomes magical for the duration, conferring the effects of the spell to anyone who enters it.

Salve Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical oils, creams, and ointments. When this power is first purchased the magician knows how to perform one magical intention and the recipe for one salve. With each subsequent level the magician can either gain a special, or can learn another intention and a new recipe. The salve is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Stone Power, Basic Low Magic Power

This power allows the magician to cast spells with magical stones. When this power is first purchased the magician knows how to perform one magical intention and knowledge of one stone. With each subsequent level the magician can either gain a special, can learn another magical intention of the same stone (if there is one), or can learn an intention of a new stone. The stone is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Suffumigation Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical perfumes and scents. When this power is first purchased the magician knows how to perform one magical intention and the recipe for one perfume. With each subsequent level the magician can either gain a special, or can learn another intention and a new recipe. The perfume is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual.

Tap Power Source or Flow, Basic Low Magic Power

This power allows the magician to tap into a source or flow of power that they have found. The level of success is split between the duration of the tapping and the effect. The effect is a pool of power collected from the tapping that removes existing power detriments. Any remainder in the pool absorbs additional detriments until it is exhausted, or the duration ends.

Tattoo Magic, Basic Low Magic Power

This power allows the magician to cast spells with magical tattoos. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, can learn another magical intention. An ink pot, ink, and a needle are required as limited magic items that are only active when consecrated at the beginning of a ritual, the ink is consumed in the ritual. These spells can be cast on the magician, by creating the tattoo themselves, or the spell can be conferred to another by having the magician tattoo them.

Air Magic, Difficult Low Magic Power

This power allows the magician to use the power of the wind to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A wind vane is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Beast Companion, Difficult Low Magic Power

The magician uses his power to attract animal friends and then acquire their abilities through a ceremony. When this power is first purchased the magician is allowed to choose one animal and one suitable magical intention. This intention should be one of the abilities of the animal. The magician is able to summon and influence animals of the type specified, where the level of success is split between the number of animals and the duration of the influence. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. With each level of the power the magician will either acquire a new animal friend, a new magical intention, or some other special to add to the description of the power.

Earth Magic, Difficult Low Magic Power

This power allows the magician to use the power emanating from the ground to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. The ritual must be done on a rocky outcropping, or on sand.

Fire Magic, Difficult Low Magic Power

This power allows the magician to use a specially prepared fire to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A brazier is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Mind of the Beast, Difficult Low Magic Power

The magician is able to possess a particular animal. A possessed animal is little more than a robot of the magician. Those who love nature or animals consider this power to be a great evil. When this power is first purchased the magician is allowed to choose one animal and one suitable magical intention. This intention should be one of the abilities of the animal. With each level of this power the magician will either acquire another new animal to possess or obtain an ability from an animal already possessed.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Place Magic, Difficult Low Magic Power

This power allows the magician to use a magical place to perform magical workings. The place must already be magical (such as with prepare place). When this power is first purchased the magician knows how to perform one magical intention within a specific place. With each subsequent level the magician can either gain a special, can learn a new magical intention for the same place, or can learn another magical intention for a different magical place.

Power Ritual, Difficult Low Magic Power

This is the power to perform a ritual while within either a ley line or a power source. The magician is able to perform their magic by manipulating the flow of power. When this is first acquired the magician learns one magical intention. With each subsequent level the magician can learn another intention.

Water Magic, Difficult Low Magic Power

This power allows the magician to use a specially prepared cauldron of water to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. A cauldron and water are required as a limited magic items that are only active when consecrated at the beginning of a ritual.

Dance Ceremony, Extreme Low Magic Power

This is the power to cast spells through a ten minute dance. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. In order to raise the level of this power, you must first purchase a level in either Endurance (PF) (b) or Agility (PF) (b).

Heart of the Beast, Extreme Low Magic Power

The magician is able to change into the shape of a particular animal. When this power is first purchased the magician is allowed to choose one animal and one ability of the animal shape chosen. With each level of this power the magician will either acquire a new animal shape or obtain an ability from an animal shape already acquired.

Spontaneous Magic, Extreme Low Magic Power

This power allows certain beings to develop magical powers without study. This power should be limited to magical races. Using this power requires some manifestation; an incantation, a gesture, a period of meditation, a prayer, etc. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Song Spell, Extreme Low Magic Power

This power allows the magician to use singing to cast magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Astrological Magic

This is the magic based on the supposed influence of the heavenly bodies upon the inhabitants of your game world.

Interpret a Chart, Basic Low Magic Power

The individual, place, or thing represented on a chart is called the subject of the chart. The magician can use a prepared chart to learn about the subject. When this power is first acquired the magician can ask the general state of the subject as specified by the chart. With each level of power the magician can learn to ask a new question.

Zodiacal Ritual, Basic Low Magic Power

This is a ritual that allows the magician to perform a spell, so long as the zodiacal signs are right. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. You must prepare a progressed chart to perform this ritual.

Prepare a Natal Chart, Basic IN-based Skill

Given the name, place of birth, and date of birth of the subject, the magician can prepare a chart whose general state will reveal trends of behavior and how successful the subject of the chart will be. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires three hours to complete.

Prepare a Progressed Chart, Basic IN-based Skill

Given the name, place of birth, and date of birth of the subject, the magician can prepare a chart whose general state will reveal the current state of the subject and any divergence from the trends shown in the natal chart. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires three hours to complete.

Cast a Spell Chart, Difficult Low Magic Power

The magician can cast a spell using a special chart. When this power is first purchased the magician is allowed to choose a magical intention. You must have these items as limited magic items: ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. Preparing this chart requires an hour. Casting the spell is instantaneous.

Planetary Ritual, Difficult Low Magic Power

This is a ritual that allows the magician to perform a spell, so long as the planets are in the right alignment. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. You must prepare a progressed chart to perform this ritual. You must prepare a specific chart to perform this power.

Prepare a Specific Chart, Difficult IN-based Skill

This is a quickly prepared chart that is designed to answer one specific question. You may not use this skill to interpret the specific chart. You must have an ephemeris (book of astrological tables), drawing tools (a compass, a straightedge, and a right angle), something to write with, and something to write on. This requires an hour to complete.

Construction Magic

This is the magic generated by making things.

Talismanic Magic, Basic Low Magic Power

This is the power to produce a kind of magic item. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The first task is to make the item that will contain the talisman. This need be nothing more than a sheet of parchment, but it may be anything (a sword, a book, a medallion, etc.) This process should take no less than a week of praying, fasting, and/or meditating. A successful Talismanic Magic must be made in order to proceed. The level of success is the Magic Potential of the talisman. At this point the talisman has no magical ability. You must then perform another ceremony to activate it. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the talisman as though the level of the talisman were their level of skill. Anyone using this device will suffer no detriment.

Ring Magic, Basic Low Magic Power

This is the power to make a mundane ring magical. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the ring as though the level of the item were their level of skill. Anyone using this item will suffer no detriment.

Enchantment, Difficult Low Magic Power

This is the power to make a mundane item magical. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the item as though the level of the item were their level of skill. Anyone using this item will suffer no detriment.

Image Magic, Difficult Low Magic Power

This is the power to cast spells on something using an image. The subject of the spell is called the target. The image must be of the target, even if it is a crude image, and must contain something belonging to the target. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. The level of success is split between the duration and effect. The effect is a condition acquired by the target of the spell and the numerical result is converted into difficult magic pips, as if you were spending HP.

True Enchantment, Extreme Low Magic Power

This is the power to produce permanently enchanted items. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention. There are four phases to True Enchantment; material preparation, item foundation, spell creation, and sealing.

The material preparation phase requires one full day for every kilogram of weight of the item, this time is reduced by one day per MP of the magician, and is increased by one day per level of magic resistance of the material (to a minimum of one day). Failure means that you must begin again.

Item foundation requires a daily ritual of eight hours length (one modifier must be either Endurance or some similar skill, or PF), the result is turned into HP and is used to purchase (in order) MP, PY, IN, and IU for the item; only MP is required. Recall that it takes 10 HP to raise MP by 1. All attributes start at -2. You must perform the daily ritual until you accumulate enough HP to purchase the MP you desire. Failure of any ritual means you must begin again.

Spell creation also requires a daily ritual, similar to item foundation. The level of success will be converted to extreme magic pips for the items skill in the spell. Failure means you must begin spell creation again. You can continue to load spells until you have achieved the item you are trying to make. In essence, a true enchantment is like making a new character. Over time the item can become better at the spells it knows; true enchantments can acquire HP!

Sealing is identical to material preparation. Failure means that you must begin again from scratch.

Divination Magic

This is the ability to use specific methods to gain information about the past, present, or future. Examples of such methods would be the tarot cards, crystal gazing, pyromancy, and many others.

Cast Augury, Basic Low Magic Power

This is the ability to perform and interpret a divination by some prescribed ritual. The tools of this ritual must already be prepared using another power (Prepare Augury). When this power is first purchased the magician is allowed to choose a very general question to ask of the augury. The magician is also allowed to pursue only one augury per subject. With each subsequent level of skill the magician may choose another question to ask, to add another augury per subject, or gain some other special.

Prepare Augury, Basic Low Magic Power

This is the power to prepare some kind of ritual to perform divinations, called an augury. Examples of auguries are the tarot cards, palmistry, reading tea leaves, etc. You must acquire this skill for each specific kind of augury you acquire.

Ritual Magic

Rituals are the standard means by which spells are cast.

Candle Ritual, Basic Low Magic Power

This power allows the magician to use a specially prepared candle to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention and has one candle recipe. With each subsequent level the magician can either gain a special, or can learn another magical intention for the same candle, or acquire another magical intention for a different candle. A candle is required as a limited magic item that is only active when consecrated at the beginning of a ritual.

Common Ritual, Basic Low Magic Power

This power allows the magician to use a specially prepared ritual to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Imagination, Basic Low Magic Power

This power allows the magician to fix their intention firmly in mind.

Potion-Making, Basic Low Magic Power

This power allows the magician to use recipes of various ingredients to perform spells. When this power is first purchased the magician knows the recipe to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another recipe. For each ingredient the potion will take a day to prepare and then another day to cure. The limited magic items will be the ingredients, a cauldron to prepare the potion, a curing tank, the potion bottle, sealing wax, and a bit of wire to seal the potion bottle.

Power, Basic Low Magic Power

This is the ability to gather the astral light to perform a working.

Power Meditation, Basic Low Magic Power

This power allows the magician to recover power detriments after an hour.

Ritual Correspondences, Basic Low Magic Power

This power allows the magician to use magical correspondences according to their system of magic. When this power is first purchased the magician knows how to perform one magical intention (and the requisite correspondences). With each subsequent level the magician can either gain a special, or can learn another magical intention (and those correspondences).

Spirit Ritual, Basic Low Magic Power

This power allows the magician to summon the manifestation of a spirit (see the section on spirits below) to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). There are two modes that can be done. The first is where the spirit is called upon to grant the magician the power to perform the magical intention in the manner desired, this is called invocation. In an invocation the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. The other mode is where you request that the spirit cast the spell itself, this is called evocation. In an evocation your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Geometrical Magic, Difficult Low Magic Power

This power allows the magician to use a geometrical design to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Greater Spirit Ritual, Difficult Low Magic Power

This power allows the magician to summon the manifestation of a spirit (see the section on spirits below) to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). There are two modes that can be done. The first is where the spirit is called upon to grant the magician the power to perform the magical intention in the manner desired, this is called invocation. In an invocation the level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the MP of the magician. The other mode is where you request that the spirit cast the spell itself, this is called evocation. In an evocation your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Inscription Magic, Difficult Low Magic Power

This power allows the magician to use an inscription on paper to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Magic Squares, Difficult Low Magic Power

This power allows the magician to use special arrangement of letters or numbers to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. The first task is to make the item that will contain the magic square. This need be nothing more than a sheet of parchment, but it may be anything (a sword, a book, a medallion, etc.) A successful Magic Squares roll must be made in order to proceed. The level of success is split between the duration of the magical effect and the effect. The effect itself is converted into basic magic pips, as if you were spending HP, and is applied to the level of the spell based on the MP of the magician. Anyone with MP more than 0 can use the talisman as though the level of the talisman were their level of skill. Anyone using this device will suffer no detriment.

Number Magic, Difficult Low Magic Power

This power allows the magician to use mathematical formula to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention.

Chanted Spell, Extreme Low Magic Power

The magician can perform a spell by chanting words of power and the statement of magical intent for five minutes. When this power is first purchased the magician is allowed to choose a magical intention. With every additional level of power the magician may choose another intention.

Gestures of Power, Extreme Low Magic Power

This power allows the magician to use a magical gesture to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. This is very fast, up to a couple of seconds, but has a -8 modifier due to difficulty.

Incantations of Power, Extreme Low Magic Power

This power allows the magician to use a magical incantation to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention. With each subsequent level the magician can either gain a special, or can learn another magical intention. This power takes up to a minute to cast.

Musical Magic, Extreme Low Magic Power

This power allows the magician to use music performed on a musical instrument to cast magical workings. When this power is first purchased the magician knows how to perform one magical intention on one musical instrument. With each subsequent level the magician can either gain a special, or can learn another magical intention on the same or some other instrument.

True Names, Extreme Low Magic Power

This power allows the magician to use a true name to perform magical workings. When this power is first purchased the magician knows how to perform one magical intention and the necessary true name for that intention. With each subsequent level the magician can either gain a special, or can learn another magical intention (and a new true name). This power takes up to a minute to cast.

Magic Items

Magic items exist as tools for the magician, or as magical tools to grant some level of magical power to a non-magical wielder. There are several ways to make magic items.

Infusion of power

This is the simplest way of making a magic item, it is also the least permanent. You simply put the power into the item. In time this just leaks away. It does have the advantage that you need have no specific skill in making magic items. This is how limited magic items are made.

Layering of power

A slightly more sophisticated method is to put the power into the item repeatedly. Each time this layering takes place it increases the power level by a magical pip (basic for basic magic power, difficult for difficult magic powers, and extreme for extreme magic powers), the remainder of the effect goes into duration.

A variation of this is that with each layering of power the item gains another time it can be used, the remainder here goes into magic pips added to the level of the power.

Yet another variation allows the item to be used a number of times within a time interval. With each layering of power the item gains another time it can be used within the interval, the remainder here goes into magic pips added to the level of the power. The most common interval is a day, this gives a -10 modifier to the end result. If the interval is a month, the modifier is -5, and if the interval is an hour the modifier becomes -20.

In any of these cases more layers can be added as you go.

Talismans

These are explained under the relevant powers, but they are spell that confer powers to whomever wields the magic item for as long as the talisman lasts, and as long as they continue to wield the item in a manner consistent with its purpose.

True Enchantment

This is explained under the power True Enchantment above. This is one way to make a true magic item, not something that is the product of a spell.

Limited Magic Items

As the name suggests these are items that are somehow limited.

There are the tools of the magician in their rituals. Normally they have no magical presence. Only when a specific consecration ceremony is performed do they take on their magical significance, and that ends with the close of the ritual for which they are intended.

Some items are limited to the place where they can be used. Other items can only be used at specific times. Still others can only be used for specific tasks.

Magic Items

These are items with no limitation on when or where they can be used.

A common kind of item is to assist in power detriment recovery. Such items will add to the rate of detriment recovery their level of effect.

A related type of item is a power pool. When using such a pool you subtract from its reservoir before incurring a detriment onto yourself.

Another kind of device improves a power or skill. You may either use the item as the basis for a skill roll (with no power detriment) or you can use it as a modifier to a skill attempt.

A related type of magic item confers a magical power, even if you don't have any magical ability yourself.

Other items are designed to protect against certain things. Here the magician uses a power they already have to develop a protection from that power.

Manifestations of Magic

Whenever a nonmagical individual encounters immediate magical power they will suffer either the condition Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d). Awe of Magic is the inability to act in the presence of magic, and it fades at a rate of 1 HP per day. Fear of Magic is the desire to immediately move away from any display of magic, and it fades at a rate of 1 HP per day. Distrust of Magic is a prejudice against using magic, and it fades at a rate of 1 HP per day. Lust for Magic is the intense desire to learn anything possible about magic, or to acquire magic items, books, and the like; this fades at a rate of 1 HP per day.

Whenever an individual with MP greater than 0 encounters magic, there is a chance of detecting it. Unless the individual has skill in sensing magic, then the roll must be based on MP. There will be a positive modifier equal to the effect of any magic encountered. Strong effects will be felt by many people. Magical effects greater than 15 will be felt by those with MP 0; effects greater than 25 will be felt by those with MP -1, and those greater than 35 will be felt by everyone and everything. These effects will decrease with distance unless the individual is within the volume of effect of the spell. See the tables at the end of this chapter for detriments due to distance. This with MP of 0 or less who feel the presence of a spell suffer the effects listed in the first paragraph of this section.

Taking someone into the astral plane (or any other kind of magical travel) who is not trained as a magician is very dangerous. They will gain either Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d) as a true condition that will not fade unless it is bought down.

Spirits

The Spirit World

The spirit world is a place of near-prefection. Everything within it is created by divine inspiration of direct divine action. There is no way to begin to describe the world of spirits. Few ever attain a level of insight and power to reach this level. More often than not the inhabitants of the spirit world (spirits) will create places on the astral plane to deal with those mortals who know the ways of magic.

There are different places and times within the spirit world. Cause precedes effect, things are here or they are not. That is the limit of similarity with the space that any characters will be familiar with. While there are definite places, every place is connected to every other place, so that if you know how you can simply step to anywhere.

Any inhabitant of the physical world who ventures into the spirit world for more than an instant will suffer either Awe of Magic (d), Fear of Magic (d), Distrust of Magic (d), or Lust for Magic (d) and either Religious Zealot (e) (mystical) or Insanity + 1 (e).

Spirits

These are the inhabitants of the spirit world. When they appear they are manifesting themselves on the astral plane (something they can do arbitrarily many times simultaneously). In this form they are an invisible presence in the physical world. If conjured into physical form they will either create a magical body to inhabit (with all of the problems associated with encountering magic) or they will possess an existing body.

Angelic Spirits

These are spirits who are created by, and serve, divine powers of "good." This is a necessarily fluid notion that can change from game to game, and even time to time within a game.

Animal Spirits

These are spirits who are created by, and serve, divine powers that are dedicated to animals in one form or another.

Demonic Spirits

These are spirits who are created by, and serve, divine powers of "evil."

Elemental Spirits

These are spirits who are created by, and serve, divine powers of the traditional alchemical elements of air, earth, fire, and water. In this scheme air also represents creativity and sight, earth represents stability and strength, fire represents change and power, and water represents adaptation and motion.

Local Spirits

These are spirits who are created by, and serve, divine powers that represent locations within the world such as streams, forests, mountains, and even households or cities.

Plant Spirits

These are spirits who are created by, and serve, divine powers that are dedicated to plants in one form or another.

Other kinds of spirits

Those listed above are only a sampling of the possibilities. Many other kinds of spirits are possible. Look to mythology, religion, fiction, and your own imagination when developing spirits. Examples are djinni, efreeti, the Greek muses, Chinese dragons, etc.

Developing Spirits

Spirits are developed using the Creature Building rules in the Game Master's Reference. It is important to know that there are four classifications of spirits. The most common kind of spirit is the lesser spirit, they have one area of power at a score of 50 and all other areas are at 5. Greater spirits have two areas of power at 100 and all others at 10. Noble spirits (knights, lords, and barons) have three areas of power at 200 and all others at 20. Royal spirits (counts, dukes, kings, and emperors) have four or more areas of power at 400 and all others at 40.

Interacting with Spirits

There are three ways to interact with spirits. The first is to encounter them in a physical manifestation in the physical world. If the spirit is lesser or noble it takes someone with MP greater than 0 to sense their presence, and even then they may not realize what they are encountering. A trained magician or priest will feel their presence and understand what they are, if not exactly who they are.

The second way is to feel their presence emanating from another plane. Only noble or royal spirits have the power to be detected in this way.

The third way is to summon them. There are three kinds of summoning. The most blatant, resulting in a physical manifestation, is conjuration. The least blatant relies upon awakening that part of the magician that already exists in the spirit world and having the spirit interact internally within the magician, this is called invocation. The final kind is to have the spirit manifest astrally and travel to meet it, this is called evocation. These are the basis for Spirit Magic, below.

Spiritual Items

Spirit Made Items

Spirits can use their power to generate true magic items. They pay the -50 cost for permanent items when they do this. Other results go into the effect of the item like any other magic item.

Spirit Bound Items

Spirits can also bind a part of themselves, or have a part of themselves bound, into an item. This can be done as part of a pact, it can be the result of a religious ceremony, or an extremely powerful magician (or group of magicians) can generate enough power to do force a spirit to be bound to an item. If forced there will be an adverse modifier of 5 for a lesser spirit, 10 for a greater spirit, 20 for a noble spirit, and 40 for a royal spirit.

Such items have two innate powers for each level of the spirit bound; 2 for lesser spirits, 4 for greater spirits, 6 for noble spirits, and 8 for royal spirits. Each power will be at the level of success from the binding.

Some magical effects can only be used by those attuned to the item. This process requires at least a month of study in preparation (less one day per IN). Then it requires an MP roll. Success will grant a new skill at the level of success, Attuned to (item name here) (MP) (e). The first such magical effect is that of a power source. In this role the item always increases your daily power detriment recovery rate by one.

There will also be one power for every level of the spirit. Once attuned to the item, the wielder will be able to use the power at the level of the spirit. Such use will require the Attune skill as the primary power. The power level of a spirit is 50 for lesser spirits, 100 for greater spirits, 200 for noble spirits, and 400 for royal spirits.

Spirit Magic

This is the magic of dealing with spirits.

Beast Magic

This is the magic of dealings with animal spirits. Anyone practicing this form of magic will gain the condition, Animal Friend (e). Animal Friend is a magical condition that allows the magician to befriend any animal, and to communicate on a rudimentary level.

Animal Ritual, Basic Spirit Magic Power

This power allows the magician to summon the presence of an animal spirit to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser elemental. With every additional level of power the magician may choose another intention (and animal spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell. If the elemental is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Speak with Animals, Basic Spirit Magic Power

The magician can speak to animals and animal spirits.

Animal Pact, Difficult Spirit Magic Power

The magician is able to bargain with an animal spirit in return for the power to perform a specific spell at the power level of the spirit. You must have the power Speak with Animals before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser animal spirit who can provide the intention. With every additional level of power the magician may choose another intention (and the name of the spirit associated with that intention). The magician must sacrifice some PF- or MA-based skill (or even the attribute itself) to gain the duration of the pact; the number of HP worth of skills or attributes lost will be the duration of the effect.

Additionally, you have a detriment to your roll based on the level of the animal spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.

Each pact will result in an increase in Animal Friend and the gain of a pip in the condition, Wild Aura (d ), for each level of the spirit (lesser, greater, noble, and royal). Wild Aura is a magical condition that makes those who are civilized distrust and feel uneasy around the magician, while those who are more rural or in the wilderness will find comfort.

Black Magic

This is the magic of dealings with demonic spirits. Anyone practicing this form of magic will suffer the taint of evil on their souls.

Black Rite, Basic Spirit Magic Power

The magician can perform a ritual to get a demon to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). If gaining a spell from the demon, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the demon is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Hateful, Jealous, Unattractive, or Vengeful, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Speak with Demons, Basic Spirit Magic Power

The magician can speak to demons.

Symbol of Evil, Basic Spirit Magic Power

The magician can perform a ritual to inscribe a magical symbol of power onto some item. This magical symbol will have the ability to perform a spell. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. The symbol is a representation of the demon's name coupled with the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the symbol based on the MP of the magician. Note that the ritual can only be performed once per symbol, you cannot add new rituals to increase the duration of level of an existing symbol.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Hateful, Jealous, Unattractive, or Vengeful, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Black Pact, Difficult Spirit Magic Power

The magician is able to bargain with a demon in return for the power to perform a specific spell at the power level of the demon. You must have the power Speak with Demons before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power you must use a sacrifice. The value of the victim is given on the table below.
Nature of the Victim Bonus to your roll

Personal Detriment

Innocent Child Total all of its attributes and triple this.

Tainted (e) 3 pips

Innocent Virgin Total all of its attributes and double this.

Tainted (e) 2 pips

Other victim Total all of its attributes.

Tainted (e) 1 pip

You have a detriment to your roll based on the level of the demon you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. If your result is negative, the demon will take the number of point required to get a result of 1 from your attributes (you will regain the points at a rate of one per week, assuming they do not all fall below -2, in which case you are dead.)

Knowledge of Demons, Difficult IN-based Skill

This skill allows you to know about demons, their names, powers, and forms.

Dark Incantations, Extreme Spirit Magic Power

The magician can perform a five minute incantation to get a demon to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser demon who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). If gaining a spell from the demon, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the demon is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the condition Tainted (e) (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Conjuration Magic

This is the ability to conjure spirits into physical existence for a time. Each conjuration of a spirit will result in a pip being added to the magical condition, Fearful Aura (d ), for each level of the spirit (lesser, greater, noble, and royal). The Fearful Aura is an atmosphere of power and intimidation that surrounds the conjurer. People sense the power and tend to shrink from it.

Ritual of Conjuration, Basic Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Conjuration, Difficult Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Incantation of Conjuration, Extreme Spirit Magic Power

This power allows the magician to conjure a spirit into a physical form to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). This power requires ten minutes to perform. If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into extreme magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Elemental Magic

This is the ability to deal with the spirits of air, earth, fire, and water.

Elemental Ritual, Basic Spirit Magic Power

This power allows the magician to summon the presence of an elemental spirit to perform a task. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser elemental. With every additional level of power the magician may choose another intention (and elemental). If the task is to gain a spell from the elemental, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the elemental is casting the spell, then your level of success will be split as the GM sees fit, as the elemental uses your ability to control it as the basis for the spell. If the elemental is being tasked then the effect is the time the elemental will spend working on the task (until it is completed, then the elemental will automatically depart).

Speak with Elementals, Basic Spirit Magic Power

The magician can speak to elementals.

Elemental Pact, Difficult Spirit Magic Power

The magician is able to bargain with an elemental spirit in return for the power to perform a specific spell at the power level of the elemental. You must have the power Speak with Elementals before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser elemental who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). The magician must sacrifice some PF- or MA-based skill (or even the attribute itself) to gain the duration of the pact; the number of HP worth of skills or attributes lost will be the duration of the effect.

Additionally, you have a detriment to your roll based on the level of the elemental spirit you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. Failure results in a detriment only.

Each pact with an elemental spirit will result in a pip being added to the magical condition, Fearful Aura (d), for each level of the spirit (lesser, greater, noble, and royal). The Fearful Aura is an atmosphere of power and intimidation that surrounds the conjurer. People sense the power and tend to shrink from it.

Evocation Magic

This is the magic that allows the magician to call a spirit to a place on the astral plane and then meet it there.

Ritual of Evocation, Basic Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, transport the region where the ritual is taking place into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Evocation, Difficult Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, transport the region where the ritual is taking place into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Gestures of Evocation, Extreme Spirit Magic Power

This power allows the magician to call the spirit to a place on the astral and then, while the ritual is in effect, personally transport into the astral to meet it. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Invocation Magic

This is the magic of awakening that part of the magician on the spirit world, and thus performing the magic within the self of the magician.

Ritual of Invocation, Basic Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Greater Invocation, Difficult Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Invocation, Extreme Spirit Magic Power

This power allows the magician to awaken that part of themselves that lives upon the spirit world and then deal directly with the spirit internally within a matter of a few minutes. When this power is first purchased the magician is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the magician may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Shamanic Magic

This is the magic of racial spirits and spirit guides, those spirits that seek to help mortals to attain a higher level of wisdom and existence. Almost all shamanic magic takes place in astral realms created by spirits that shaman call the spirit realm. The remarkable thing about the spirit realm is that each point on it represents a point on the world. A practitioner of shamanic magic is called a shaman.

Spirit Sight, Basic Spirit Magic Power

This is the ability to see the spirit realm representation of any point on the real world. All things will have a representation in this place.

Summon Spirit Guide, Basic Spirit Magic Power

This is the power to summon spirit guides to a point in the spirit realm. When this power is first purchased the magician is allowed to choose a magical intention and an associated spirit guide. With every additional level of power the shaman may choose another intention. The spirit guide will grant the power to perform the magical intention in the manner specified by the shaman. The level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the shaman.

Totem Summoning Ritual, Basic Spirit Magic Power

This is the power to summon a totem spirit to a point in the spirit realm. A totem spirit is any spirit that has agreed to become the mascot of a family or group. A clan can have several totems. When this power is first acquired you acquire a magical intention suitable for an existing totem. With every additional level of power the shaman may choose another intention from an existing totem. Only when all totems are exhausted in terms of intentions can the shaman acquire a new totem. The totem will perform the magical intention for the shaman.

Spirit Travel, Difficult Spirit Magic Power

This is the ability to travel, with others, to the location upon the astral plane created by the spirit as their spirit realm. The number of people beyond yourself traveling acts as a detriment. There is a base 11 detriment for this power.

Summon Ancestor, Difficult Spirit Magic Power

Shaman who die become spirits that can, on occasion (and through the use of this ceremony) aid their living relatives. This power allows a shaman to gain such aid from an ancestor. When this power is first acquired you acquire a magical intention along with an ancestor spirit. With every additional level of power the shaman may choose another intention and possibly another ancestor. The ancestor will either answer a question suitable to its intention, or it will grant a power or skill related to its intention. The level of success is split between the effect and the duration of the effect. The effect itself is converted into difficult magic pips and is applied to the level of the spell based on the suitable attribute of the shaman. Every time this power is used, the shaman acquires a pip in the condition Duty-Bound to Family (b). This means that the shaman is dedicated to perform tasks for their family.

Summon Spirit, Difficult Spirit Magic Power

This power allows the shaman to summon the presence of a spirit to their location within the spirit world so that it can perform a task for the shaman. When this power is first purchased the shaman is allowed to choose a magical intention and an associated lesser spirit. With every additional level of power the shaman may choose another intention (and spirit). If the task is to gain a spell from the spirit, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the shaman. If the spirit is casting the spell, then your level of success will be split as the GM sees fit, as the spirit uses your ability to control it as the basis for the spell. If the spirit is being tasked then the effect is the time the spirit will spend working on the task (until it is completed, then the spirit will automatically depart).

Spirit Combat, Extreme Spirit Magic Power

This is the ability to allow the shaman to fight spirits on their own level. This can only be done against spirits, though it can be used as a modifier when judged appropriate. The shaman gains no negative modifier for attempting to damage a spirit-scale being when using this power. There is no direct manifestation while using this power. Every time this power is used, the shaman acquires a pip in the conditions Fearful Aura (d). The Fearful Aura is an atmosphere of power and intimidation that surrounds the shaman. People sense the power and tend to shrink from it.

White Magic

This is the magic of dealing with angelic spirits.

White Rite, Basic Spirit Magic Power

The magician can perform a ritual to get an angle to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser angel who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). If gaining a spell from the angel, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the angel is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Compassionate, Loyal, Attractive, or Valorous, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

Speak with Angels, Basic Spirit Magic Power

The magician can speak to angels.

Symbol of Light, Basic Spirit Magic Power

The magician can perform a ritual to inscribe a magical symbol of power onto some item. This magical symbol will have the ability to perform a spell. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser angel who can provide the intention. The symbol is a representation of the angel's name coupled with the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the symbol based on the MP of the magician. Note that the ritual can only be performed once per symbol, you cannot add new rituals to increase the duration of level of an existing symbol.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the conditions Compassionate, Loyal, Attractive, or Valorous, all basic (see the Character-Building chapter for details of these conditions under the section on Preadventures).

White Pact, Difficult Spirit Magic Power

The magician is able to bargain with an angel in return for the power to perform a specific spell at the power level of the angel. You must have the power Speak with Angels before you attempt this power. When this power is first purchased the magician is allowed to choose a magical intention. It is assumed that the magician knows the name of a lesser angel who can provide the intention. With every additional level of power the magician may choose another intention (and the name associated with that intention). When performing this power you must give of yourself by choosing to acquire a condition to better yourself. The GM must always approve of your choice for the condition. Additionally, you acquire the power condition Piety (e); a mystical reverence for worship.
Nature of the Condition Acquired Bonus to your roll

Personal Detriment

Basic 5

Piety (1 pip)

Difficult 10

Piety (2 pips)

Extreme 15

Piety (3 pips)

You have a detriment to your roll based on the level of the angel you are calling: -5 for lesser, -10 for greater, -20 for noble, and -40 for royal. If your result is negative, the angel will increase the power detriment by the difference.

Knowledge of Angle, Difficult IN-based Skill

This skill allows you to know about angels, their names, powers, and forms.

Light Incantations, Extreme Spirit Magic Power

The magician can perform a five minute incantation to get an angle to grant a spell or to cast the spell on behalf of the magician. When this power is first purchased the magician is allowed to choose a magical intention and the name of a lesser angle. With every additional level of power the magician may choose another intention (and the spirit associated with that intention). If gaining a spell from the angel, the level of success is split between the effect and the duration of the effect. The effect itself is converted into basic magic pips and is applied to the level of the spell based on the MP of the magician. If the angel is casting the spell, then your level of success will be split as the GM sees fit, as the demon uses your ability to control it as the basis for the spell.

Use of this power incurs a condition upon the magician. Every time this is used the magicians applies a pip towards the condition Piety (e ); a mystical reverence for worship.

The Nature of the Soul

The World of High Magic

If the spirit world is beyond the comprehension of mortals, the world of high magic is beyond the comprehension of most spirits! Like all lower worlds the high magic world has causality and place; but it is so far removed from normal experience as to be defy explanation.

Any inhabitant of the physical world who ventures into the high magic world for more than an instant will suffer either Awe of Magic (d) + 1, Fear of Magic (d) + 1, Distrust of Magic (d) + 1, or Lust for Magic (d) + 1 and either Religious Zealot (e) (mystical) or Insanity + 1 (e). Spirits are simply incapable of reaching the high magic world on their own.

The reason why spirits cannot reach this level is because it is the lowest level of the divine world (see below). It is the realm of the soul, and not open to spirits (who have no souls). This is the highest realm that can be achieved through mysticism by an individual without divine aid.

High Magic Beings

A very select few beings inhabit this world; those who have completed the Great Work; that is, they have ascended to the divine; they have become living divine beings. They go by many names, though in this game we will call them Masters of the World.

The Soul

The connection to this world is through the soul of the individual. The mystic utilizes their soul as a vessel for this world. They can interact with other souls on this world, too. High magic has little in the way of physical manifestation for this reason.

Manifestation of Higher Powers

There are four ways that high magic can manifest. The mystic can forge pathways within themselves that meticulously generate connections to the high magic world; this is working from the inside out. The mystic can develop a series of magical operations that will link them to the high magic world from outside themselves; this is working from the outside in. The mystic can develop a series of workings that will raise their consciousness to the higher levels; this is working from below to above. And the mystic can bring their awareness of their soul into consciousness; this is working from above to below.

High Magic

Here are four examples of manifestations of high magic power.

Meditative High Magic — High Magic Paths

This is an inside out style of high magic. The mystic traverses high magic regions within themselves. There are two types of regions; there are spheres of pure power and the paths between them. You begin by acquiring the high magic power, High Magic Paths (e) (MP). When the skill is first acquired the mystic gains the ability to traverse The Path of Initiation. With each subsequent level the mystic can choose the next path or sphere (only if you have traversed all previous paths). Each path requires an hour or less to traverse the first time; the mystic requires only a few minutes to traverse a path after the first time.

Successful completion of a path has an invigorating effect, too. All who accomplish this acquire the condition Exhilarated (e) at the level of success of the path. This gives the character a positive outlook and directly works against negative influences. This condition is reduced by one level per day until it reaches 0, when it is gone.

The Path of Initiation

To progress the magician uses this skill to magically project himself and any companions who wish to go along to the sphere of death. A successful High Magic Paths roll at -3 is required to begin. The level of success may then be used by all participants as a modifier for any skills or powers used in the sphere of death. They must enter this realm and then emerge after a set of challenges designed by the GM. Any who are lost are dead. The benefit of this is the high magic power Initiation into Death-Rebirth (e) (MP); this means that the characters are now permanently initiated into death-rebirth requirements. After this point the mystic may traverse this path at no risk to perform workings of initiation or indoctrination. This incurs a 3 power detriment.

The Path of Dreams

Assuming completion of The Path of Initiation the mystic must now perform another magical quest, this time to the entrance of the sphere of dreams. A successful High Magic Paths roll at -7 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the sphere of dreams. Entrance is gained to the sphere of dreams and after a set of trials all emerge from the sphere of dreams. Any who are lost acquire one pip in the condition Insanity (e), the specific nature of the insanity is determined by how they were lost. A benefit of success is to gain the high magic power Immunity to Illusion and Misdirection (e) (MP); this allows the character to ignore illusions, deception, or concealment. After this point the mystic may traverse this path at no risk to perform workings of concealment, illusion, or deception. This incurs a 7 power detriment.

The Path from Death to Dream

Assuming completion of The Path of Dreams the mystic must now perform another magical quest, this time beginning in the sphere of death and traversing to the sphere of dream. A successful High Magic Paths roll at -12 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of dreams. Failure results in the possession of the individual by beings from the spheres of death or dream (depending upon where you are when it happens). This equates to a pip in the power condition Possessed (e). Success allows all who participated to gain the high magic power Higher Presence (e) (MP). This power makes whatever you do magical in some way, so long as you use it as a modifier. Once the magician has performed this path it may be traversed at any time to safely perform a divination. This incurs a 12 power detriment.

The Path of Victory

Assuming completion of The Path from Death to Dream the mystic must now perform another magical quest, this time entering into the sphere of victory. A successful High Magic Paths roll at -16 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of victory. Failure results in the individual being cursed to fail any major task they attempt. This equates to a pip in the power condition Failure (e). Success allows all who participated to gain the High Magic Power Self-Mastery (e) (MP). This power confers the ability to control yourself at a magical level Once the mystic has performed this path it may be traversed at any time to safely perform a work of victory or domination. This incurs a 16 power detriment.

The Path from Death to Victory

Assuming completion of The Path of Victory the mystic must now perform another magical quest, this time entering into the sphere of death. A successful High Magic Paths roll at -22 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of victory. Failure results in the individual succumbing to an addiction. This equates to a pip in the power condition Addiction (e). Success allows all who participated to gain the High Magic Power Willpower (e) (MP). This power confers the ability to overcome temptation and hardship. Once the mystic has performed this path it may be traversed at any time to safely perform a work to overcome adversity. This incurs a 22 power detriment.

The First Dark Night of the Soul

Assuming completion of The Path from Death to Victory the mystic must now perform another magical quest, this time entering into the sphere of dreams. A successful High Magic Paths roll at -40 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of dreams and after a set of trials all emerge from the sphere of victory. Failure results in the individual succumbing to a lethargy which is paralyzing. This equates to a pip in the power condition Lethargic (e). Success allows all who participated to gain the High Magic Power Sacrifice (e) (MP). This power confers the ability to take on an adverse condition onto yourself, thus removing it from someone else. Once completed the mystic (and the mystic only) gains a magical power as though they were a spirit. This power must be appropriate to what the mystic has been doing. The power is at a level of 50. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a work to gain knowledge. This incurs a 40 power detriment.

The Path from Death to Mercy

Assuming completion of The First Dark Night of the Soul the mystic must now perform another magical quest, this time entering into the sphere of death. A successful High Magic Paths roll at -47 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of mercy. Failure results in the individual gaining a pip in the condition Hateful (e). Success allows all who participated to gain the High Magic Power Friendship (e) (MP). This power confers the ability to make friends with anyone. Once the mystic has performed this path it may be traversed at any time to safely perform a work of friendship and companionship. This incurs a 47 power detriment.

The Path from Dream to Mercy

Assuming completion of The Path from Death to Mercy the mystic must now perform another magical quest, this time entering into the sphere of dream. A successful High Magic Paths roll at -55 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of dreams and after a set of trials all emerge from the sphere of mercy. Failure results in the individual gaining a pip in the condition Weak-Willed (e). Success allows all who participated to gain the High Magic Power Healing (e) (MP). This power confers the ability to heal wounds, diseases, and adverse mental conditions. Once the mystic has performed this path it may be traversed at any time to safely perform a work of health and healing. This incurs a 55 power detriment.

The Path from Victory to Mercy

Assuming completion of The Path from Dream to Mercy the mystic must now perform another magical quest, this time entering into the sphere of victory. A successful High Magic Paths roll at -64 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of mercy. Failure results in the individual gaining a pip in the condition Coward (e). Success allows all who participated to gain the High Magic Power Centering (e) (MP). This power confers the ability to overcome detriments in character so that a task may be completed. Once the mystic has performed this path it may be traversed at any time to safely perform a working to restore balance to any situation. This incurs a 64 power detriment.

The Path from Dream to Power

Assuming completion of The Path from Victory to Mercy the mystic must now perform another magical quest, this time entering into the sphere of dream. A successful High Magic Paths roll at -73 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of dream and after a set of trials all emerge from the sphere of power. Failure results in the individual gaining a pip in the power condition Vulnerable to Illusion (e). Success allows all who participated to gain the High Magic Power Realization (e) (MP). This power confers the ability to perform any magical intention so long as it can be imagined. Once the mystic has performed this path it may be traversed at any time to safely perform a working to remove power detriments. This incurs a 73 power detriment.

The Path from Mercy to Power

Assuming completion of The Path from Dream to Power the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -84 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials all emerge from the sphere of power. Failure results in the individual gaining a pip in the condition Compassion (e). Success allows all who participated to gain the High Magic Power Inclusion (e) (MP). This power allows anyone so inclined and invited by the mystic to add one magical power to any working performed by the mystic. Once the mystic has performed this path it may be traversed at any time to safely perform a working of cooperation or group identity. This incurs an 84 power detriment.

The Path from Mercy to Glory

Assuming completion of The Path from Mercy to Power the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -106 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Duty-Bound (e). Success allows all who participated to gain the High Magic Power Aura of Command (e) (MP). This power allows the individual to be able to influence others in their tasks by contributing one skill, condition, or power that is appropriate. Once the mystic has performed this path it may be traversed at any time to safely perform a working to bring assistance. This incurs a 106 power detriment.

The Path from Victory to Glory

Assuming completion of The Path from Mercy to Glory the mystic must now perform another magical quest, this time entering into the sphere of victory. A successful High Magic Paths roll at -117 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Insanity (e), the details will depend n the circumstances of the failure. Success allows all who participated to gain the High Magic Power Magical Retribution (e) (MP). This power allows the individual to magically right some wrong that has been done. Once the mystic has performed this path it may be traversed at any time to safely perform a working of righteous vengeance or justice. This incurs a 117 power detriment.

The Second Dark Night of the Soul

Assuming completion of The Path from Victory to Glory the mystic must now perform another magical quest, this time entering into the sphere of power. A successful High Magic Paths roll at -130 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining a pip in the condition Vulnerable to Magic (e). Success allows all who participated to gain the High Magic Power Magical Balance (e) (MP). This power allows the individual to gain one attempt to remove or reduce the effects of adverse conditions. Once completed the mystic (and the mystic only) gains another magical power as though they were a spirit. This power must be appropriate to what the mystic has been doing. The power gained in the previous dark night and the new power are at a level of 100. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a working of gaining magical power. This incurs a 130 power detriment.

The Path from Mercy to Knowledge

Assuming completion of The Second Dark Night of the Soul the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -152 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the sphere of knowledge. Failure results in the individual losing a point of IN (and lowering all IN-based skills as a result). Success allows all who participated to gain the High Magic Power Know Associations (e) (MP). This power may be used to discern how things are interconnected. Once the mystic has performed this path it may be traversed at any time to safely perform a working of perception. This incurs a 152 power detriment.

The Path from Power to Knowledge

Assuming completion of The Path from Mercy to Knowledge the mystic must now perform another magical quest, this time entering into the sphere of power. A successful High Magic Paths roll at -175 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials (including crossing the Abyss) all emerge from the sphere of knowledge. Failure results in the individual losing a point of MP (and lowering all MP-based skills as a result). Success allows all who participated to gain the High Magic Power Learning (e) (MP). This power may be used to reduce the time taken to learn any skill by a number of days equal to the level of success. Once the mystic has performed this path it may be traversed at any time to safely perform a working of instruction or learning. This incurs a 175 power detriment.

The Path from Mercy to Wisdom

Assuming completion of The Path from Power to Knowledge the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -198 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the individual losing a point of IU (and lowering all IU-based skills as a result). Success allows all who participated to gain the High Magic Power Awareness (e) (MP). This power may be used to discern magical effects, even at a distance, even on other planes, that are of interest to the character. Once the mystic has performed this path it may be traversed at any time to safely perform a working of intuitive knowing. This incurs a 198 power detriment.

The Path from Glory to Wisdom

Assuming completion of The Path from Mercy to Wisdom the mystic must now perform another magical quest, this time entering into the sphere of glory. A successful High Magic Paths roll at -223 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the individual losing a point of PY (and lowering all PY-based skills as a result). Success allows all who participated to gain the High Magic Power Illumination (e) (MP). This power may be used to gain insight in the form of clues to solving any mystery. Once the mystic has performed this path it may be traversed at any time to safely perform a working of inspiration. This incurs a 223 power detriment.

The Third Dark Night of the Soul

Assuming completion of The Path from Glory to Wisdom the mystic must now perform another magical quest, this time entering into the sphere of knowledge. A successful High Magic Paths roll at -250 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials (including crossing the Abyss) all emerge from the sphere of wisdom. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Cosmic Awareness (e) (MP). This power may be used to learn of secrets within the universe, and to learn of hidden threats and allies. Once completed the mystic (and the mystic only) gains another magical power as though they were a spirit. This power must be appropriate to what the mystic has been doing. The powers gained in the previous dark nights and the new power are at a level of 200. The mystic also increases their power detriment recovery rate by one per day. Once the mystic has performed this path it may be traversed at any time to safely perform a working of prophecy. This incurs a 250 power detriment.

The Path from Mercy to The Crown

Assuming completion of The Third Dark Night of the Soul the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -274 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials (including crossing the Abyss) all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Divine Spark (e) (MP). This power may be used as a modifier to any action to make it be considered High Magic (this means it does not emanate vast magical power and it can be used to overcome the efforts of spirits). Once the mystic has performed this path it may be traversed at any time to safely perform a working of communication with the divine. This incurs a 274 power detriment.

The Path from Knowledge to The Crown

Assuming completion of The Path from Mercy to The Crown the mystic must now perform another magical quest, this time entering into the sphere of knowledge. A successful High Magic Paths roll at -294 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Divine Lore (e) (MP). This power may be used as a modifier to any attempt to gain skill or knowledge, and it allows such to be gained without taking time. Once the mystic has performed this path it may be traversed at any time to safely perform a working of bestowing knowledge or skill. This incurs a 294 power detriment.

The Path from Wisdom to the Crown

Assuming completion of The Path from Knowledge to The Crown the mystic must now perform another magical quest, this time entering into the sphere of wisdom. A successful High Magic Paths roll at -315 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of knowledge and after a set of trials all emerge from the Crown. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Divine Lore (e) (MP). This power may be used as a modifier to any attempt to gain skill or knowledge, and it allows such to be gained without taking time. Once the mystic has performed this path it may be traversed at any time to safely perform a working of bestowing knowledge or skill. This incurs a 315 power detriment.

The Sphere of Kingship

Assuming completion of The Path from Wisdom to the Crown the mystic must now perform another magical quest, this time entering into the sphere of the world. A successful High Magic Paths roll at -316 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of the world and after a set of trials all emerge from the sphere of the world. Failure results in the transformation of the individual into a lesser elemental spirit under the total control of a divine elemental power. Success allows all who participated to gain the High Magic Power Elemental Command (e) (MP). This power allows the user to command the elements of nature. The mystic, and the mystic only, gains the power Divine Spark (e). This power allows the mystic to produce divine-level magical effects when based on this power. This incurs a 316 power detriment.

The Sphere of Foundation

Assuming completion of The Sphere of Kingship the mystic must now perform another magical quest, this time entering into the sphere of death. A successful High Magic Paths roll at -318 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of death and after a set of trials all emerge from the sphere of death. Failure results in the death of the individual. Success allows all who participated to gain the High Magic Power Creation (e) (MP). This power allows the user to create mundane items. The mystic, and the mystic only, gains the power Divine Presence (e). This power allows the mystic to activate their soul, they are no longer subject to the detriments of being in a spiritual or divine presence. This incurs a 368 power detriment.

The Sphere of Splendor

Assuming completion of The Sphere of Foundation the mystic must now perform another magical quest, this time entering into the sphere of dreams. A successful High Magic Paths roll at -321 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of dream and after a set of trials all emerge from the sphere of dream. Failure results in the individual being completely mind-wiped, their spirit and soul will remain forever in the sphere of dream within themselves. Success allows all who participated to gain the High Magic Power Illusion (e) (MP). This power allows the user to create any illusory effect. The mystic, and the mystic only, gains the power Divine Splendor (e). This power allows the mystic to activate their soul, radiating a divine presence, thus anyone trying to cast magic upon them will have all detriments of trying to influence the divine. This incurs a 321 power detriment.

The Sphere of Victory

Assuming completion of The Sphere of Splendor the mystic must now perform another magical quest, this time entering into the sphere of victory. A successful High Magic Paths roll at -325 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of victory and after a set of trials all emerge from the sphere of victory. Failure results in the individual being completely at the mercy of their greatest enemy. Success allows all who participated to gain the High Magic Power Victory (e) (MP). This power allows the user to succeed at anything. The mystic, and the mystic only, gains the power Divine Mastery (e). This power allows the mystic to activate their soul, they may now try to influence others using divine power. This incurs a 325 power detriment.

The Sphere of Mercy

Assuming completion of The Sphere of Victory the mystic must now perform another magical quest, this time entering into the sphere of mercy. A successful High Magic Paths roll at -330 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of mercy and after a set of trials all emerge from the sphere of mercy. Failure results in the individual gaining a pip towards the power condition Tainted (e). Success allows all who participated to gain the High Magic Power Mercy (e) (MP). This power allows the user to instill a feeling of mercy on someone else. The mystic, and the mystic only, gains the power Divine Mercy (e). This power allows the mystic to activate their soul, allowing them to instill a desire for mercy in others. This incurs a 330 power detriment.

The Sphere of Power

Assuming completion of The Sphere of Mercy the mystic must now perform another magical quest, this time entering into the sphere of power. A successful High Magic Paths roll at -336 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of power and after a set of trials all emerge from the sphere of power. Failure results in the individual gaining a pip towards the power condition Tainted (e). Success allows all who participated to gain the High Magic Power Call Upon Higher Power (e) (MP). This power allows the user to be able to call upon a power for aid. The mystic, and the mystic only, gains the power Divine Power (e). This power allows the mystic to activate their soul, they may influence any of their skills to make the outcome in some way divine. This incurs a 336 power detriment.

The Sphere of Glory

Assuming completion of The Sphere of Power the mystic must now perform another magical quest, this time entering into the sphere of glory. A successful High Magic Paths roll at -343 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining the condition Disgraced (e) at the level of success. Success allows all who participated to gain the High Magic Power Glory (e) (MP). This power allows the user to instill a feeling of awe and/or fear in someone else. The mystic, and the mystic only, gains the power Divine Glory (e). This power allows the mystic to activate their soul, they may commune with other divine beings. This incurs a 343 power detriment.

The Abyss

Assuming completion of The Sphere of Glory the mystic must now perform another magical quest, this time entering into the abyss. A successful High Magic Paths roll at -351 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the abyss and after a set of trials all emerge from the abyss. Failure results in the individual disappearing from the universe for all time. Success allows all who participated to gain the High Magic Power Self Knowledge (e) (MP). This power allows the user to know themselves completely. This incurs a 351 power detriment.

The Sphere of Knowledge

Assuming completion of The Abyss the mystic must now perform another magical quest, this time entering into the sphere of knowledge. A successful High Magic Paths roll at -360 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of glory and after a set of trials all emerge from the sphere of glory. Failure results in the individual gaining IN 0. Success allows all who participated to gain the High Magic Power Knowledge (e) (MP). This power allows the user to know something as though they had a knowledge skill in it. The mystic, and the mystic only, gains the power Divine Knowledge (e). This power allows the mystic to activate their soul, they may then task spirits to either teach them, or to find out something for them. This incurs a 360 power detriment.

The Sphere of Wisdom

Assuming completion of The Sphere of Knowledge the mystic must now perform another magical quest, this time entering into the sphere of wisdom. A successful High Magic Paths roll at -370 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the sphere of wisdom and after a set of trials all emerge from the sphere of wisdom. Failure results in the individual gaining IU 0. Success allows all who participated to gain the High Magic Power Wisdom (e) (MP). This power allows the user to give good advice. The mystic, and the mystic only, gains the power Divine Wisdom (e). This power allows the mystic to activate their soul, they may then task for guidance from higher powers. This incurs a 370 power detriment.

The Crown

Assuming completion of The Sphere of Wisdom the mystic must now perform another magical quest, this time entering into the Crown. A successful High Magic Paths roll at -381 is required to begin. The level of success may then be used by all participants as a modifier for any skill used in the path. Entrance is gained to the Crown and after a set of trials all emerge from the Crown. Failure results in the individual losing all high magic abilities. Success allows all who participated to gain the High Magic Power Holy Light (e) (MP). This power allows the user to learn of the inner mysteries of their faith. The mystic, and the mystic only, gains the condition Master of the World (e). This power allows the mystic to delve into their innate divine powers. From this point on they become living divine beings. This incurs a 381 power detriment.

Ritualistic High Magic

This is an outside in style of high magic. The mystic ritualistically dances through high magic regions around themselves. In so doing they forge mystical links deep within themselves to those high magic regions. You begin by acquiring the high magic power, High Magic Dance (e) (MP). When the skill is first acquired the mystic gains The Dance of Physical Balance. With each subsequent level the mystic can choose the next dance. Each dance requires an hour or less to perform the first time; the mystic requires only a few minutes to complete a dance after the first time.

Successful completion of a dance has an invigorating effect, too. All who accomplish this acquire the condition Exhilarated (e) at the level of success of the path. This gives the character a positive outlook and directly works against negative influences. This condition is reduced by one level per day until it reaches 0, when it is gone.

The Dance of Meditation

The mystic ritualistically exercises, stretches, and dances daily for a period of one year (less one day per point of PF and MA, and less one day per HP spent on it). After this time a vision comes to your character and you acquire Dance of Physical Power (e) (MP). This is a set of ritual breathing techniques and postures in the form of a dance whose result is split between the effect and the duration of the effect. The effect is converted into extreme power pips and becomes a modifier to all skill attempts for the duration. There is an extreme power detriment for this.

The Dance of Physical Power

The mystic ritualistically exercises, stretches, and dances daily for a period of one year (less one day per point of PF and MA, and less one day per HP spent on it). After this time a vision comes to your character and you acquire Dance of Physical Power (e) (MP). This is a set of gestures and postures in the form of a dance whose result is split between the effect and the duration of the effect. The effect is then split (dropping all fractions) and the result becomes points applied to attribute pips as if they were HP. These pips are added to PF for the duration. This means that you must get at least a 10 result to have any effect. There is an extreme power detriment for this.

The Dance of Physical Awareness

The mystic learns to sense their surroundings. This power is gained after a year of meditation and exercise (less one day per the total of all attributes of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Physical Awareness (e) (MP). This power is a set of gestures and controlled postures in the form of a dance that allows the mystic to be aware of their surroundings, to notice things, to notice patterns that might be subtle or hidden. This skill requires 30 seconds to be useful. There is no power detriment for using this power.

The Dance of Physical Balance

The mystic ritualistically exercises, stretches, and dances daily for a period of one year (less one day per point of PF and MA, and less one day per HP spent on it). After this time a vision comes to your character and you acquire Dance of Physical Power (e) (MP). This is a set of gestures and postures in the form of a dance whose result is split between the effect and the duration of the effect. The effect is then split (dropping all fractions) and the result becomes points applied to attribute pips as if they were HP. These pips are added to MA for the duration. This means that you must get at least a 10 result to have any effect. There is an extreme power detriment for this.

The Dance of The Awareness of Cosmic Consciousness

The mystic ritualistically exercises, stretches, and dances daily for a period of one year (less one day per point of PF and MA, and less one day per HP spent on it). After this time a vision comes to your character and you acquire Dance of The Awareness of Cosmic Consciousness (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is split between the effect and the duration of the effect. The effect is then split (dropping all fractions) and the result becomes points applied to attribute pips as if they were HP. These pips are added to either PY or MP for the duration. This means that you must get at least a 10 result to have any effect. There is an extreme power detriment for this. Any time that the mystic becomes covetous of material objects or ideals, all benefits of this are lost.

The Dance of Contentment

The mystic learns that strong emotions are harmful, and thus gains the ability to achieve a state of dispassionate calm. This power is gained after a year of meditation and exercise (less one day per IN, IU, PY and MP of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Contentment (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is split between the duration and effect. The effect is the ability to ignore all jealousy, covetousness, material greed, or similar conditions. There is no power detriment for using this.

The First Obstacle on the Dance of Life

The mystic must undergo the first obstacle in their development. The mystic has learned that their divine power is within everything, and so adverse emotions and conditions remove the ability to interact with the divine power. The mystic must complete a quest, sent in a dream, that challenges their detrimental conditions. The quest is impossible to accomplish, and it is at an end when all adverse conditions are removed from the character. It is likely that one or more such conditions will be acquired during this quest.

The Dance of Ecstasy

The mystic learns to become aware of the higher planes. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Ecstasy (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is split between the duration and the effect. The effect is the ability to sense and understand presences and powers within the astral plane. This generates an extreme power detriment.

The Dance of Inspiration

The mystic gains the ability to acquire awareness of the divine and spirit worlds. This power is gained after a year of meditation and exercise (less one day per IN and IU of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Inspiration (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is split between the duration and effect. The power allows the mystic to sense and understand presences and powers within the spirit or divine worlds. This generates an extreme power detriment. The mystic also gains a high magic power appropriate to their actions at 50.

The Dance of Righteous Fury

The mystic learns to use their mystical powers to defeat enemies. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Righteous Fury (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is the to hit roll for an attack with either hands or feet. The damage done by hands is the damage capacity plus the success to hit the target. Damage for feet is as that for hands + 5. There is no power detriment to use this power.

The Dance of the Astral Blade

The mystic learns to use their mystical powers to defeat magical enemies with a specific type of weapon. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Righteous Fury (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance using a specific weapon whose result is the to hit roll. This does damage on the astral plane and on the physical world. There is an extreme power detriment to use this power.

The Dance of the Strike of Power

The mystic learns to use their mystical powers to defeat spiritual enemies. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Righteous Fury (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is the to hit roll for an attack with either hands or feet. This does damage in the spirit world, the astral world, and on the physical world. There is an extreme power detriment to use this power.

The Dance of Cessation of Effort

The mystic learns to effortlessly act in accord with their higher self. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Cessation of Effort (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to make all skill attempts easier. The result is split between duration and HP as though applied to extreme power pips. These pips purchase a condition that can modify all skill attempts for the duration. There is an extreme power detriment to use this power.

The Dance of Awakening

The mystic learns to feel the divine presence within everything. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Awakening (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to become closer to their higher power. The result is split between duration and HP as though applied to extreme power pips. These pips purchase a condition that can modify all power attempts for the duration. There is an extreme power detriment to use this power.

The Dance of Surrender

The mystic is able to open themselves to divine power. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Surrender (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to surrender their body to their higher power. The result is split between duration and effect. The effect is the favorable modifier that the higher power gains as it possesses the mystic for the duration. The mystic is allowing the higher power in. There is an extreme power detriment to use this power.

The Second Obstacle on the Dance of Life

The mystic must undergo the second obstacle in their development. The mystic has learned that their divine power is blocked by adverse emotions. The mystic must complete a quest, sent in a dream, that challenges their detrimental conditions. The quest is impossible to accomplish, and it is at an end when all adverse conditions are removed from the character. It is likely that one or more such conditions will be acquired during this quest.

The Dance of Remembrance

The mystic is able to remember to look for the presence of the divine, since that is hidden by all emotions. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Remembrance (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to surrender their body to their higher power. The result is split between duration and effect. The effect here is to allow the mystic is let their higher power manifest within them. There is an extreme power detriment to use this power.

The Dance of Higher Love

The mystic gains the ecstasy of the divine and spirit worlds. This power is gained after a year of meditation and exercise (less one day per IN and IU of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Love (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is split between the duration and effect. The power allows the mystic to gain revelations of their higher power through ecstatic love. In practical terms it allows the mystic to safely communicate and experience the divine. This generates an extreme power detriment. The mystic also gains a high magic power appropriate to their actions at 100, the previous power is also raised to 100.

The Dance of Sensing the Life Energy

The mystic is able to sense the energy that is the source of all true life. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Sensing the Life Energy (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to sense the connection between the soul and the physical world. The result is split between duration and effect. There is an extreme power detriment to use this power.

The Dance of Listening to the Life Energy

The mystic is able to communicate with the energy that is the source of all true life. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Listening to the Life Energy (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to communicate with the connection between the soul and the physical world. The result is split between duration and effect. There is an extreme power detriment to use this power.

The Dance of Shaping the Life Energy

The mystic is able to manipulate the energy that is the source of all true life. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Shaping the Life Energy (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to alter the connection between the soul and the physical world. The result is split between duration and effect. The effect is the amount of healing or damage done. To an individual There is an extreme power detriment to use this power.

The Dance of Inner Peace

The mystic is able to remove adverse conditions. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Inner Peace (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to remove one level of one adverse condition for every level in the power.

The Dance of Resplendence

The mystic is able to ignore distractions. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Resplendence (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to ignore all distractions.

The Dance of the Unconditioned Mind

The mystic is able to overcome illusions or other deceptions. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of the Unconditioned Mind (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to ignore all deception. The result is split between the duration and effect. Using this power incurs an extreme power detriment.

The Dance of Spiritual Chivalry

The mystic is able to know how to act in a given situation. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Spiritual Chivalry (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to understand the etiquette of the current situation. The result is split between the duration and effect. Using this power incurs an extreme power detriment. The mystic also gains a high magic power appropriate to their actions at 200, the previous powers are also raised to 200.

The Dance of Purification

The mystic is able to purify a person, place, or thing from all adverse influences. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Purification (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to exorcise spirits, remove charms or curses, etc. The result is the level of power that can be overcome. Using this power incurs an extreme power detriment.

The Dance of Life

The mystic is able to return from the dead if they have unfinished business yet to do. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Life (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to return from the dead so long as it is within the duration. The result is the duration of the effect. Using this power incurs an extreme power detriment.

The Dance of Awareness

The mystic is able to call upon their higher power for guidance. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Awareness (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to know what their higher power wants them to do. Using this power incurs an extreme power detriment. The mystic also gains a high magic power appropriate to their actions at 400, the previous powers are also raised to 400.

The Dance of Inner Fire

The mystic is able to call upon their higher power for self-purification. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Inner Fire (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to remove influences of all but divine beings from themselves. Using this power incurs an extreme power detriment.

The Dance of Cosmic Awareness

The mystic breaks through to their higher power. This power is gained after a year of meditation and exercise (less one day per MP and PY of the character and less one day per HP spent on it). After this time a vision comes to your character and you acquire the power Dance of Cosmic Awareness (e) (MP). This is a set of gestures, ritual breathing techniques, and postures in the form of a dance whose result is to allow the mystic to fully awaken themselves as living divine beings. All powers are transformed to 800.

Mechanistic High Magic

This is a below to above style of high magic. The mystic ritualistically explores magical regions within themselves. In so doing they forge mystical links to the higher magical worlds outside. You begin by acquiring the high magic power, Alchemy (e) (MP). When the skill is first acquired the mystic gains the level Knowledge of Alchemy. With each subsequent level the mystic can choose the next level.

Knowledge of Alchemy

After spending a year in study (less one day per the total of IN and IU, and less one day per HP spent on it) the alchemist gains the Difficult IN-based skill Knowledge of Alchemy. During this time the alchemist must build a laboratory and fill it with common reagents, ingredients, and equipment.

During the building of the lab the alchemist and any friends must find or make a lens from rare and magical sand, a frame of magical metal one and one-half meters on a side, and a flame source from a magical volcano.

Purification Chamber

In the laboratory of the alchemist, the magical metal frame acquired from the previous step becomes a Purification Chamber. The construction of this device takes a full month of daily work (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy roll at the end of the month. The level of success of the final roll is the HP equivalent for the Chamber. Failure results in the destruction of the magical metal (which then have to be reacquired). Upon completion any item placed in the Chamber will gain a permanent magic enchantment. This takes one day per kilogram of weight of the item rounded up (items less than one kilogram will be considered to be one kilogram). The final level of enchantment is equal to the strength of the Chamber. No roll is required.

Magical Amplifier

In the laboratory of the alchemist, the magical sand is formed into a lens. The construction of this device takes a full month of daily work within the Purification Chamber (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy roll to finish the Amplifier. The level of success of the final roll is the HP equivalent for the Amplifier. Failure at any stage results in the destruction of the magical sand (which then have to be reacquired). The Amplifier will increase the level of enchantment of any item placed into the Purification Chamber by the level of the Amplifier. The Purification Chamber still functions as normal.

Magical Catalyst

In the laboratory of the alchemist, the flame source is made into a Magical Catalyst. The construction of this device takes a full month of daily work using the Purification Chamber and the Magical Amplifier (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy roll to finish it. The level of success of the final roll is the HP equivalent for the Catalyst. Failure at any stage results in the destruction of the flame source (which then have to be reacquired). This Catalyst will increase the level of enchantment of any item placed into the Purification Chamber by the level of the Catalyst. The Catalyst can be used along with the Magical Amplifier. The Purification Chamber still functions as normal.

In preparation of the next level the alchemist and any friends must acquire four magical stone blocks one half meter on a side.

Chamber of True Earth

The alchemist is able to use magical stone blocks to create the Chamber of True Earth. The construction of this device takes a full month of daily work with the Purification Chamber, Magical Amplifier, and the Magical Catalyst (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy to finish. The result of the final skill roll is the HP equivalent for the Chamber of True Earth. Failure at any stage results in the destruction of the magical stone blocks (which then have to be reacquired).

Once the Chamber of True Earth has been built it must be placed inside the Purification Chamber with the Magical Amplifier and the Magical Catalyst for a period of five months (less the MA, IN, IU, and MP of the alchemist in days). At the end of this time the base strength of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, and the Magical Catalyst.

Speak with True Earth Elementals

The alchemist learns to Speak with Earth Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it).

Detect Earth Elementals

The alchemist learns to Detect Earth Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it). The level of success is split between duration and volume.

Earth Pact

The alchemist must find and contact an earth elemental who is willing to inhabit the Chamber of True Earth. A pact must be made with the elemental. A successful Alchemy roll must be made to accomplish this. In addition to the two modifiers chosen by the alchemist, the level of success of the Chamber of True Earth is used.

Earth Seed

The alchemist is able to create an Earth Seed. These are magical objects that are created after the Chamber of True Earth, with its elemental, is placed into the Purification Chamber and is acted upon by both the Magical Amplifier and the Magical Catalyst. An Alchemy roll must be made. In addition to the two modifiers chosen by the alchemist, the levels of all items are added. After one year (less on day per IN, IU, and MP of the alchemist) a small metal nugget is produced. This metal is unidentifiable to anyone not having Knowledge of Alchemy. There are two ways to use an Earth Seed:

  1. The Earth Seed can be ingested by the alchemist. This gives the alchemist the power of Earth Magic (MP) (e) at 50. Earth Magic allows the alchemist to act as a lesser earth elemental.
  2. The Earth Seed can be planted in solid rock. After a month a small plant grows. A month after that it is a metal tree. Each month after that 1 kilogram of Alchemical Metal is created by this plant. This metal is worked like any other, but it has a magical strength of 50. This strength is directly applied as a magical modifier for any items made from the Alchemical Metal.
In preparation of the next level the alchemist and any friends must acquire seven samples of magical water from different sources.

Chamber of True Water

The alchemist is able to use the collected magical water to create the Chamber of True Water. The construction of this device takes a full month of daily work with the Purification Chamber, Magical Amplifier, and the Magical Catalyst (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy to finish. The result of the final skill roll is the HP equivalent for the Chamber of True Water. Failure at any stage results in the destruction of the magical water samples (which then have to be reacquired).

Once the Chamber of True Water has been built it must be placed inside the Purification Chamber with the Magical Amplifier and the Magical Catalyst for a period of five months (less the MA, IN, IU, and MP of the alchemist in days). At the end of this time the base strength of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, and the Magical Catalyst.

Speak with True Water Elementals

The alchemist learns to Speak with Water Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it).

Detect Water Elementals

The alchemist learns to Detect Water Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it). The level of success is split between duration and volume.

Water Pact

The alchemist must find and contact a water elemental who is willing to inhabit the Chamber of True Water. A pact must be made with the elemental. A successful Alchemy roll must be made to accomplish this. In addition to the two modifiers chosen by the alchemist, the level of success of the Chamber of True Water is used.

Water Seed

The alchemist is able to create a Water Seed. These are magical objects that are created after the Chamber of True Water, with its elemental, is placed into the Purification Chamber and is acted upon by both the Magical Amplifier and the Magical Catalyst. An Alchemy roll must be made. In addition to the two modifiers chosen by the alchemist, the levels of all items are added. After one year (less on day per IN, IU, and MP of the alchemist) a small capsule that has the texture of soft plastic is produced. This capsule is unidentifiable to anyone not having Knowledge of Alchemy. There are two ways to use a Water Seed:

  1. The Water Seed can be ingested by the alchemist. This gives the alchemist the power of Water Magic (MP) (e) at 100. Water Magic allows the alchemist to act as a greater water elemental. This also raises the alchemist's Earth Magic to 100.
  1. The Water Seed can be dissolved in a small pool of water. This pool will produce ten potions per month of the following type (all such potions have strength of 50):
These potions have their level split between effect and duration.

In preparation of the next level the alchemist must invent a means to gain samples of gas and must create five such devices. The alchemist and any friends must then collect samples of magical gases for each container.

Chamber of True Air

The alchemist is able to use the collected magical gases and their containers to create the Chamber of True Air. The construction of this device takes a full month of daily work with the Purification Chamber, Magical Amplifier, and the Magical Catalyst (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy to finish. The result of the final skill roll is the HP equivalent for the Chamber of True Air. Failure at any stage results in the destruction of the magical gas samples (which then have to be reacquired).

Once the Chamber of True Air has been built it must be placed inside the Purification Chamber with the Magical Amplifier and the Magical Catalyst for a period of five months (less the MA, IN, IU, and MP of the alchemist in days). At the end of this time the base strength of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, and the Magical Catalyst.

Speak with Air Elementals

The alchemist learns to Speak with Air Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it).

Detect Air Elementals

The alchemist learns to Detect Air Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it). The level of success is split between duration and volume.

Air Pact

The alchemist must find and contact an air elemental who is willing to inhabit the Chamber of True Air. A pact must be made with the elemental. A successful Alchemy roll must be made to accomplish this. In addition to the two modifiers chosen by the alchemist, the level of success of the Chamber of True Air is used.

Air Seed

The alchemist is able to create an Air Seed. These are magical objects that are created after the Chamber of True Air, with its elemental, is placed into the Purification Chamber and is acted upon by both the Magical Amplifier and the Magical Catalyst. An Alchemy roll must be made. In addition to the two modifiers chosen by the alchemist, the levels of all items are added. After one year (less on day per IN, IU, and MP of the alchemist) a small capsule that has the texture of soft plastic is produced. This capsule is unidentifiable to anyone not having Knowledge of Alchemy. The Air Seed is then ingested by the alchemist. This gives the alchemist the power of Air Magic (MP) (e) at 200. Air Magic allows the alchemist to act as a noble air elemental. This also raises the alchemist's Earth Magic and Water Magic to 200.

In preparation of the next level the alchemist must invent a means to gain samples of fire and must create five such devices. The alchemist and any friends must then collect samples of magical fire for each container.

Chamber of True Fire

The alchemist is able to use the collected magical fires and their containers to create the Chamber of True Fire. The construction of this device takes a full month of daily work with the Purification Chamber, Magical Amplifier, and the Magical Catalyst (less the MA, IN, IU, and MP of the alchemist in days). The alchemist must make an Alchemy to finish. The result of the final skill roll is the HP equivalent for the Chamber of True Fire. Failure at any stage results in the destruction of the magical fire samples (which then have to be reacquired).

Once the Chamber of True Fire has been built it must be placed inside the Purification Chamber with the Magical Amplifier and the Magical Catalyst for a period of five months (less the MA, IN, IU, and MP of the alchemist in days). At the end of this time the base strength of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, and the Magical Catalyst.

Speak with Fire Elementals

The alchemist learns to Speak with Fire Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it).

Detect Fire Elementals

The alchemist learns to Detect Fire Elementals (MP) (b). This power requires three months of study (less one day per the total of IN, IU, and MP; and less one day per HP spent on it). The level of success is split between duration and volume.

Fire Pact

The alchemist must find and contact a fire elemental who is willing to inhabit the Chamber of True Fire. A pact must be made with the elemental. A successful Alchemy roll must be made to accomplish this. In addition to the two modifiers chosen by the alchemist, the level of success of the Chamber of True Fire is used.

Fire Seed

The alchemist is able to create a Fire Seed. These are magical objects that are created after the Chamber of True Fire, with its elemental, is placed into the Purification Chamber and is acted upon by both the Magical Amplifier and the Magical Catalyst. An Alchemy roll must be made. In addition to the two modifiers chosen by the alchemist, the levels of all items are added. After one year (less on day per IN, IU, and MP of the alchemist) a small capsule that has the texture of warm plastic is produced. This capsule is unidentifiable to anyone not having Knowledge of Alchemy. The Fire Seed is then ingested by the alchemist. This gives the alchemist the power of Fire Magic (MP) (e) at 400. Fire Magic allows the alchemist to act as a royal fire elemental. This also raises the alchemist's Earth Magic, Water Magic, and Air Magic to 400.

Another set of seeds

Now the alchemist must create another set of elemental seeds and keep them on hand.

Philosopher's Stone

The alchemist sacrifices the newly created elemental seeds. These seeds are placed inside the Purification Chamber with the Magical Amplifier and the Magical Catalyst for a period of ten months. At the end of this time the base strength of the Chamber is increased by the strength of the Purification Chamber, the Magical Amplifier, the Magical Catalyst, and the strengths of each seed. The result is a single golden nugget called a Philosopher's Stone. A Philosopher's Stone can be saved for later use or ingested. If it is ingested the alchemist gains the power of Healing as a royal spirit.

Elixir of Life

If the alchemist has ingested the Philosopher's Stone, they must make another one. The alchemist then uses their Philosopher's Stone to create an Elixir of Life. The Elixir of Life can be ingested to produce immortality. If the Elixir is added to one liter of water the result will be a liquid that produces a potion of Healing and Curing Disease once per week at a level of 100 forever.

Homonculus

If the alchemist has ingested their Elixir, then another must be made. The alchemist must use an Elixir of Life to create a living body to house the Great Spirit. The alchemist creates the creature called a homonculus, this is done according to the Creature-Building rules and the cost is equal to the level of the Elixir. Upon a successful High Alchemy roll the creature comes to life after one year. Another year is required to get the Great Spirit to inhabit the being (this is actually a divine being).

Guidance of the Great Spirit

Now that the Great Spirit is active within the homonculus, the alchemist acquires the skill Guidance of the Great Spirit (MP) (e). The alchemist can use this skill to know if what they are doing will further the goal of the Great Work.

Quest of the Great Work

The alchemist must set out on the Quest of the Great Work. This requires the alchemist to travel to each of the continents of the world, to travel to the poles, and then to travel to three other exotic places. At each location the alchemist must become a hero by recovering a great item of power. The homonculus travels along to tell the alchemist when a step on the quest is finished.

Great Work

When the alchemist has completed all required quests the homonculus performs a ceremony to transport the alchemist before a divine power. There the alchemist faces a challenge posed by the divine power. If this is done successfully the alchemist has completed the Great Work and is transformed. All powers of the alchemist become equivalent to that of a divine being, 800.

Transcendental High Magic

This is an above to below style of high magic. The mystic explores divine regions that bring about changes within themselves. You begin by acquiring the high magic power, Awakening the Soul (e) (MP). When the skill is first acquired the mystic gains the level Knowledge of Scripture. With each subsequent level the mystic can choose the next level.

Knowledge of Scripture

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the Difficult IN-based skill Knowledge of Scripture.

Meditative Writing

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the power Meditative Writing (e) (MP). This power enables the mystic to write a treatise on a specific area of scripture or some aspect of the divine. This treatise will enable the reader, upon completion of reading the text, to acquire a power based on the reading. The mystic must now write eight mystical texts based on their religious affiliation. Each text will take daily effort for a year (less one day per IN, IU, and MP of the character, and less one day per HP expended). A successful Meditative Writing roll is required. The result is the HP equivalent for the extreme mystical power conferred by the text. With the completion of each text the mystic acquires the power conferred by the book as if they had read it. Upon completion of the final text, the mystic gains one ability related to their background and the texts written thus far at 50.

Meditations on Holy Scriptures

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the power Meditations on Holy Scriptures (e) (MP). This power enables the mystic to understand the deeper meaning within the scriptures. The result of this skill will be a set of illuminations within a copy of the scriptures (or in a separate text). Such a treatise will enable the reader, upon completion of reading the text, to acquire a power based on the illuminations. The mystic must now write eight such illuminations based on the scriptures of their faith. Each illumination will take daily effort for a year (less one day per IN, IU, and MP of the character, and less one day per HP expended). A successful Meditations on Holy Scriptures roll is required. The result is the HP equivalent for the extreme mystical power conferred by the text. With the completion of each text the mystic acquires the power conferred by the illumination as if they had read it. Upon completion of the final illumination, the mystic gains one ability related to their background and the illumination written thus far at 100; their power from meditative writing also rises to 100.

Revelations from Holy Scriptures

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the power Revelations from Holy Scriptures (e) (MP). This power enables the mystic to derive the fundamental principles of the universe from the scriptures. The result of this skill will be a set of mystical texts. Each text will enable the reader, upon completion of reading the text, to acquire knowledge of a principle of the universe, and a power based on that principle. The mystic must now write eight such texts. Each text will take daily effort for a year (less one day per IN, IU, and MP of the character, and less one day per HP expended). A successful Revelations from Holy Scriptures roll is required. The result is the HP equivalent for the extreme mystical power conferred by the text. With the completion of each text the mystic acquires the power conferred by the illumination as if they had read it. Upon completion of the final illumination, the mystic gains one ability related to their background and the principles uncovered thus far at 200; their powers from previous writing also rises to 200.

Powers of The Word

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the power Powers of The Word (e) (MP). This power enables the mystic to learn words that control the forces of the universe. Each word is the result of a series of meditations and revelations from scripture. The mystic must now develop eight such words of power. Each word will take daily effort for a year (less one day per IN, IU, and MP of the character, and less one day per HP expended). A successful Powers of The Word roll is required. The result is the HP equivalent for the extreme mystical power Word of Power (the specific word is determined by both you and the GM). Upon completion of the final word of power, the mystic gains one ability related to their background and the words uncovered thus far at 400; their powers from previous work also rise to 400.

Ascension

After spending a year in study (less one day per the total of IN, IU, and MP, and less one day per HP spent on it) the mystic gains the power Ascension (e) (MP). This power enables the mystic to activate their soul for periods of time to perform certain tasks. Each activation is the result of a series of meditations and revelations from scripture. The mystic must now develop eight such activations. Each activation will take daily effort for a year (less one day per IN, IU, and MP of the character, and less one day per HP expended). A successful Ascension roll is required. The result is the HP equivalent for the extreme mystical power Ascension (the specific activation is determined by both you and the GM). Upon completion of the activation, the mystic gains one ability related to their background and the words uncovered thus far at 800; their powers from previous work also rise to 800. At this point the character ascends to living godhood.

High Magic Items

Sometimes a mystic creates a magical item using their High Magic powers. There are two instances of this happening; the item is a byproduct of a High Magic working (most of the items made by alchemists fall into this category), and items produced by the use of High Magic powers (such as the texts of Transcendental High Magic). In either case, the items are considered to be divine for game purposes. Also, in either case, the magic is quiet and does not adversely influence those nearby unless there is some kind of palpable manifestation of power.

Divine Beings

The Divine World

The world of high magic is the lowest level of what we will call the divine world. Like all lower worlds the divine world has causality and place; like the world of high magic it is so far removed from normal experience as to be defy explanation.

Any inhabitant of the physical world who ventures into the divine world for more than an instant will suffer either Awe of Magic (d) + 2, Fear of Magic (d) + 2, Distrust of Magic (d) + 2, or Lust for Magic (d) + 2 and either Religious Zealot + 1(e) (mystical) or Insanity + 3 (e).

Divine Beings

These are the inhabitants of the divine world. When they appear they are manifesting themselves on either the spirit world, the astral plane, or the physical world (something they can do arbitrarily many times simultaneously).

In spirit form they are indistinguishable from any Royal Spirit. In astral form they are an invisible presence in the physical world. If conjured into physical form they will either create a magical body to inhabit (with all of the problems associated with encountering magic) or they will possess an existing body.

The Relationship Between Divine Beings and the Soul

The only real way to interact directly with a divine being is through the Soul (see High Magic, above). Anyone encountering a divine being directly will suffer either Awe of Magic (d) + 2, Fear of Magic (d) + 2, Distrust of Magic (d) + 2, or Lust for Magic (d) + 2 and either Religious Zealot + 1(e) (mystical) or Insanity + 3 (e).

More likely a divine being will create a region of the astral plane that is separate from the rest. These regions can be reached through gateways on the astral that will be seen as stars. Otherwise they function just as the spirit worlds that spirits construct on the astral plane.

Religious Magic

This is the magic granted by divine beings to their followers.

Faith

This is a basic power that expresses the strength of belief and trust a character has in the object of their religion. This is the basis for all religious magic.

Prayer

This is a basic power that allows the faithful to call upon the subject of their worship to perform a miracle. The miracle cannot happen unless the subject of the character's faith wants it to happen, regardless of the success of the roll. Specific prayers can be invented that can become skills learned by the faithful.

Clergy and Their Skills

Clergy are the direct servants of divine beings in the physical world. Guidelines on how to create actual religious orders are in the GM Guide. Within those constraints, here are the guidelines for creating religious skills and powers.

Worship Ceremonies

There are generally two kinds of worship ceremony; Daily worship services lasting up to an hour, and worship ceremonies for special occasions. The special ceremonies can be a generic ceremony to cover all special occasions, or there can be a separate ceremony for each special occasion. Generally a special ceremony will last 1-3 hours and will involve special vestments and trappings not normally found in worship ceremonies. It is through worship ceremonies that divine beings gain direct influence over the world (see the GM Guide for details).

Religious Ceremonies

These ceremonies form the bulk of the duties of the clergy. Often there are only certain religious ceremonies available to each grade. These rituals are available to all clergy within the religion under this power.

Secret Ceremonies

Many religious orders will have secret ceremonies that are very powerful, but only the most trusted members of the clergy are allowed to participate or learn them. Such ceremonies will duplicate magical intentions that are specifically oriented along the lines of the divine powers associated with their faith.

Benedictions

Benedictions are the direct blessings of a divine power. They may be used to grant temporary powers to individuals, to bless items, or to bless places. The ground on which a temple is to be built must be so blessed. No temple can be complete without a blessed central item (usually an altar to lead worship ceremonies at). Common benedictions are:

Secret Benedictions

Many religious orders will have secret blessings that are very powerful, but only the most trusted members of the clergy are allowed to participate or learn them. Such blessings will duplicate magical intentions that are specifically oriented along the lines of the divine powers associated with their faith. These powers will be granted only to those individuals doing the work of the religious order. Items so blessed will only be allowed in the most trusted of hands. Only the holiest of places will be granted such consecrations.

Religious Items

Religious items fall into three categories; items that are blessed through rituals or prayers, items created by divine beings, and items that contain a small part of a divine being called the divine spark.

Blessed items are those that are the subject of a benediction. The specific types of blessed items depend upon the religion and cannot be generalized. Such items do gain the status of divine level magic.

Divine beings can create mundane or magical items without any real difficulty. They can also create spirit items. This can be done instantly. Such items are not considered to be blessed or divine, though they might be seen to be sacred.

Some items will be crafted by the divine being or even some of its worshippers if they are granted particularly extraordinary powers. In this case a portion of the divine being, called the Divine Spark, is placed within the item. Such items will have a numerical power of up to 800 and will be considered divine. If the power is generic, the divine being actually loses a number of points in their power equal to the power of the item. There will always be specific sets of circumstances under which a power can be activated.

Using Powers in the Game

There are three separate issues involved in making power work in the game.

  1. Power is never mundane.
  2. Power attracts the powerful.
  3. Knowledge of power is power.
If someone attempts to use power in such a way as to suggest that it is either easy or not due proper respect, then a 10 point detriment to their level of success is taken away. If proper role play is used suggesting the mysterious nature of power, this modifier is not applied.

Expenditures of power will not go unnoticed. Small-scale uses of power (less than 5 success) will largely go without undue notice. Results above this will gain some notice. Above 10 and the rulers of the land will begin to become interested enough to begin interfering with the character in an effort to manipulate or control the character; or to have them removed as a threat.

Below you will find a set of tables describing how the system uses power. No player whose character does not have Knowledge of Magic or similar skill may use these tables.

Duration Table

This chart lists the modifiers required to produce certain time periods. The duration can be specified in advance, or it can be taken from the level of success. All such fractions are rounded up.

Duration Modifier
One Hour or less 0
Day or Night -1
Entire Day -2
Up to ten days -3
Month or less -4
Half-Year or less -5
Year or less -6
5 years or less -7
Decade or less -8
Half century or less -9
Century or less -10
5 Centuries or less -11
Millennium or less -12
Several millennia -12 - the number of millennia
Forever -50

Spirit Power Chart

This chart is used to determine the difficulty of operating against a spirit or divine being (summoning such a being, for example). Such a modifier can be taken into account in advance, or it can be subtracted from the level of success.

Spirit Power Level Modifier
Lesser -5
Greater -10
Noble -20
Royal -40
Divine -80
Lesser, Area of Power -50
Greater, Area of Power -100
Noble, Area of Power -200
Royal, Area of Power -400
Divine, Area of Power -800

Distance Chart

This chart is used to determine at what distance from the individual using the power the origin of the effect takes place. The distance over which a spell can function can be specified, or it can be subtracted from the level of success. You can also use this chart to determine the cost for areas by doubling the modifier, or volumes by tripling the modifier.

Distance Modifier
Within reach 0
10 meters -1
100 meters -2
1 km -3
10 km -4
100 km -5
1000 km -6
10000 km -7
Within the disk of the world -8
Within the plane of existence -9
Adjacent plane of existence -10
Any plane of existence -15

Damage Effects

The level of damage can be specified in the description of the power. If psychic damage is not specified, then it is assumed that the effect does Light damage on the Normal/Psychic scale. If magic damage is not specified, then it is assumed that the spell does Light damage on the Medium/Magic scale. If spirit magic damage is not specified, then it is assumed that the spell does Light damage on the Large/Spirit scale. If religious or high magic damage is not specified, then it is assumed that the spell does Light damage on the Huge/Divine scale.

Damage Modifier
Light 0
Medium -5
Heavy -10
Extreme -20
Great -40
Tremendous -80
Small Scale 80
Normal/Psychic Scale 0
Medium/Magic Scale -80
Large/Spirit Scale -160
Huge/Divine Scale -240

Working Effects

The effect of a working, either psychic, magical, spiritual, or religious is a numerical result that will quantify what was done. The effect may be damage done or healed (see the chapter Combat in the Adventure). The effect may be History Points to gain or increase a skill level. The effect might be a modifier to a die roll. It is up to the GM to decide such matters. The following paragraph may help in this.

After all aspects of the spell or power being used are taken into account a power roll is made and the die roll is modified as required. The result is the level of success for the working. There are three areas in which such workings can have factors: duration, distance (or area, or volume) of effect, and specific effects unique to the working. If any of the three areas are not included in the modifiers, then the level of success is divided evenly among them. For example, you specify a duration and distance for a damage causing spell, but you do not specify the damage effect or the volume of effect; in this case the level of success is divided evenly between the effect (in this case the damage of the spell) and the volume of effect (or the number of targets struck).

It is possible to specify all areas of a spell or power in which case any level of success indicates that the working succeeded.

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