Aspect Listing One
Created by Brett Hegr
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Note: All warlocks linked to the element of air and any magician
with a specialization in air spells pays half the normal P.P.E. cost to
purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to P.P., +3 to Spd. and +1 melee action.
Abilities: The character has the constant ability to Breathe
Without Air (same as the spell). Plus, the character can now fly just
like the Fly as the Eagle spell for 15 P.P.E.tm
and can Call Lightning (5 P.P.E.tm) as
per the common magic spells.
Value (in gold): 60,000
Value (in credits): 80,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to P.P., +5 to Spd., and +1 melee action.
Abilities: The character has the constant ability to Breathe
Without Air (same as the spell) and can control air and wind as per
the elemental magic spells of Create Mild Wind, Stop Wind, Change
Wind Direction, Silence, Float in Air, and Fingers of the Wind (half
P.P.E.tm cost).
P.P.E.tm Cost - Major: 50
Abilities: The character can now fly! For 10 P.P.E.tm
the mage can fly for 30 minutes per level of experience, maximum speed
of 40mph +10mph per level (after gaining the Major Aspect), and has the
benefit of these bonuses in flight: +2 to damage on a diving or swooping
attack, +2 to parry and dodge, +1 melee action, and +2 more to dodge when
flying at speeds of 120mph or more.
He can also take a melee action to cause a Wind Rush (5
P.P.E.tm) and can also Call Lightning
(5 P.P.E.tm) as per the air elemental
magic spells.
P.P.E.tm Cost - Master: 60
Bonuses: +1 to M.E. and +3 to save vs possession.
Abilities: The character becomes impervious to poisonous and
toxic gases, even those that are magical in origin. Electrical/ ion/
lightning attacks are also resisted, and do only half damage (aura effect,
so body armor is also protected as usual). He is also able to burn off
additional P.P.E.tm (no cost reductions
may be applied) at any time to fuel the development of these air element
related powers:
Atmosphere Manipulation: As per the air elemental magic spell,
costs 30 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Hurricane: As per the air elemental magic spell,
costs 45 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Tornado: As per the air elemental magic spell,
costs 45 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Wind Cusion: As per the air elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Creature of the Wind: As per the air elemental magic spell
but lasts for two melees per level of experience, costs 50
P.P.E.tm to perform and requires a
sacrifice of 15 P.P.E.tm
Note: Any Shadow Warlock (from Nightbanetm
NightLandstm), supernatural creature of
shadows/ darkness, or other magician with a specialization in darkness magic
pays half the normal P.P.E. cost to purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 20
Bonuses: +1 to P.P., +2 to Spd., add a +10% to Prowl and +1 on
initiative in darkness, and add a +2 to dodge.
Abilities: Gains the ability to Shadow Meld, just like the
common magic spell, for 5 P.P.E.tm
The character also gets a save throw against spells like Detect
Concealment - a successful save means the spell resists the countermagic
and keeps the magician hidden. Nightvision - 1000ft, plus the character
can see clearly for 1000ft even in total darkness and magically created
darkness.
Penalties: Protective eyewear is required when in daylight
or stronger light. Otherwise, the mage is somewhat blinded and suffers
a -5 to strike, parry, and dodge. 60 watts is considered bright,
and 100 (daylight) is partially blinding. If a save throw vs blinding
light is required it is made at -2.
Value (in gold): 40,000
Value (in credits): 60,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 15
Bonuses: +1 to P.P., +2 to Spd., and add a +10% to Prowl and a
+2 on initiative in darkness.
Abilities: Gains the ability to Shadow Meld, just like the
common magic spell, for 5 P.P.E.tm
The character also gets a save throw against spells like Detect
Concealment - a successful save means the spell resists the countermagic
and keeps the magician hidden. Nightvision - 1000ft, plus the character
can see clearly for 1000ft even in total darkness and magically created
darkness.
P.P.E.tm Cost - Major: 30
Bonuses: +1 to P.P., +2 to Spd., add a +5% to Prowl and +1 on
initiative in darkness, and add a +2 to dodge.
Abilities: Acquires the ability to create magical darkness as per
the second level spell of Cloak of Darkness (costs three
P.P.E.tm (pg. 131 of Federation of
Magictm) The Shadow Meld power now costs
only 3 P.P.E.tm
The character also gets a save throw against spells like Detect Concealment
when Shadow Melding - a successful save means the ability resists the
countermagic and keeps the magician hidden. Failure means it is rendered
inoperative for 1d4 minutes. Extend the Nightvision ability to 3000ft, plus
the character can see clearly for 3000ft even in total darkness and magically
created darkness.
Appearance Changes: The eyes turn completely black, but may still have
some coloration (usually red, purple, or blue).
Penalties: Protective eyewear is required when in daylight
or stronger light. Otherwise, the mage is somewhat blinded and suffers
a -5 to strike, parry, and dodge. 60 watts is considered bright,
and 100 (daylight) is partially blinding. If a save throw vs blinding
light is required it is made at -2.
P.P.E.tm Cost - Master: 40
Bonuses: Add one melee action.
Abilities: The ability to Shadow Meld is now automatic, and requires
no P.P.E.tm to activate. The magician is also
able to burn off additional P.P.E.tm (no cost
reductions may be applied) at any time to fuel the development of these
darkness related powers:
Shadowleap: Costs 20 P.P.E.tm to
perform and requires a sacrifice of 15 P.P.E.tm
This is a limited teleportation ability that gives the character the power to
jump into a shadow and appear out of one nearby! In a dark area, the character
can truly come out of nowhere. For areas that are mostly shadow (+70%) give the
character a +4 on initiative, +4 to strike, +6 to dodge, and an Automatic Dodge.
For partially shadowed areas (40%-69%) the character gets +2 on initiative, +2
to strike, and +4 to dodge. Areas that are rather well lit (0%-39% shadowed)
don't offer any bonuses. The range of the shadow teleportation is 50ft +10ft per
level and the duration is three minutes per level.
Black Light: Costs 5 P.P.E.tm to
perform and requires a sacrifice of 5 P.P.E.tm
The blast has a range of 300ft and it strikes nearly perfectly (an 18 or
higher can dodge it). Damage is 2d4 per level of the dark mage (mega-
damagetm Rifts®). The casting of this spell
generates an intense beam of icy black energy. Animated dead and undead suffer
no damage from this effect, but it does double damage to beings of light like
unicorns, angels, and Guardians.
Darkwhip: Costs 10 P.P.E.tm to
perform and requires a sacrifice of 5 P.P.E.tm
Similar to the Nightbanetm talent of the
same name, this magical power lets the darkness mage create a long tendril,
chain, or whip that can be used in melee combat. The range of the whip is 15ft,
it lasts for two minutes per level, and it can be used to disarm and entangle
with a +1 bonus. Damage is 4d6 damage +1 per level of experience.
Shadowedge: Costs 15 P.P.E.tm to
perform and requires a sacrifice of 10 P.P.E.tm
The dark- mage gains the ability to create a weapon that is basically the
opposite of a Lightblade. A sword- like construct of black energy and
indigo flame is created, +1 to strike and parry, able to parry energy
attacks, does double damage against creatures vulnerable to darkness attacks,
and no damage against beings that are impervious to darkness attacks. The
blade does 1d4x10 damage +2 per level of experience and lasts for two
minutes per level of experience.
Appearance Changes: Skin becomes grayish to some degree (grayish- pink,
stone gray, maybe even black).
Penalties: All light- based attacks, including magic Sunbeams,
conventional lasers, flash grenades do double damage and/or last for
double duration (in the case of blindness).
Note: All warlocks linked to the element of earth, any magician
with a specialization in earth spells, and all Stone Masters pay half
the normal P.P.E. cost to purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to P.E. and +10 S.D.C.tm
(or add +5% to the character's M.D.C.tm
base if a mega- damagetm creature already).
Abilities: Gains the ability to use the earth elemental magic
spells of Chameleon, Repel Animals, Dust Storm, Quicksand, and Sand
Storm at will (half P.P.E.tm cost). He
also gains constant abilities that are equivalent to the earth
elemental magic spells of Dowsing, Track, and Locate Minerals (no
P.P.E.tm cost to use).
Value (in gold): 40,000
Value (in credits): 60,000
Avaliability: Common (demand is low)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to P.E. and +20 S.D.C.tm
(or add +10% to the character's M.D.C.tm
base if a mega- damagetm creature already).
Abilities: Gains the ability to use the earth elemental magic
spells of Chameleon and Repel Animals at will (half P.P.E.tm
cost). He also gains constant abilities that are equivalent to the earth
elemental magic spells of Dowsing, Identify Minerals, Identify Plants,
Track, and Locate Minerals (no P.P.E.tm
cost to use).
P.P.E.tm Cost - Major: 50
Abilities: Skill in manipulating the earth is gained. These
earth spell- like effects can be created, all for half cost: Dust
Storm, Hopping Stones, Dig, Earth Rumble, Encase Object in Stone,
Quicksand, Sand Storm, and Stone to Flesh.
P.P.E.tm Cost - Master: 60
Bonuses: +1 to M.E., +2 to P.E., +3 to save vs poisons/ toxins,
and +3 to save vs possession.
Abilities: The mage gains a unique advantange - an armor rating!
The armor rating begins at 8, and add +1 to it every other level
of experience after the Master Aspect is gained. If a mortal creature
in a heavy magic energy environment (yeah, Rifts®) then turn the
hit points into an M.D.C.tm equivalent.
Those that are already mega- damagetm
beings gain an extra +10 M.D.C.tm every
other level of experience.
The magician is also able to burn off additional P.P.E.tm
(no cost reductions may be applied) at any time to fuel the development
of these earth element related powers:
Chasm: As per the earth elemental magic spell,
costs 15 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Petrification: As per the earth elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
River of Lava: As per the earth elemental magic spell,
costs 30 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Earthquake: As per the earth elemental magic spell,
costs 40 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Earth Skin: The mage can summon the earth around him to become a
shell of rock, stone, sand, dirt, dust, and metal (whatever is available).
It costs 50 P.P.E.tm to perform and
requires a sacrifice of 15 P.P.E.tm The stats
are: Lasts for one minute per level, provides an A.R. of 16 and +400
S.D.C.tm (or 300 M.D.C.tm),
impervious to poisons and toxins and doesn't need to breathe, fire and
cold resistant (half damage), physical weight is doubled and speed is
reduced by 30%, and the P.S. is increased by +5 (consider it supernatural).
The effect takes a full melee to summon.
Note: All warlocks linked to the element of fire and any magician
with a specialization in fire spells pays half the normal P.P.E. cost to
purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to P.E. and +1 to P.P.
Abilities: The mage and his aura become impervious to damage
from both normal and magical fire, heat, and smoke (extends to body
armor, but not power armor). He is also able to create effects
equivalent to the fire elemental magic spells of Heat Object and
Boil Water and Extinguish Fire (half P.P.E.tm,
Fire Ball (7 P.P.E.tm),
and Fire Whip (20 P.P.E.tm)
Value (in gold): 60,000
Value (in credits): 90,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to P.E. and +2 to P.P.
Abilities: The mage and his aura become impervious to damage
from both normal and magical fire, heat, and smoke (extends to body
armor, but not power armor) and has Thermovision - 300ft range. He
is also able to create effects equivalent to the fire elemental magic
spells of Heat Object and Boil Water, Spontaneous Combustion, Extinguish
Fire, and Fuel Flame (half P.P.E.tm cost).
P.P.E.tm Cost - Major: 50
Abilities: The mage gains great skill in manipulating fire and
heat in various forms. He can create effects equivalent to the fire
elemental magic spells of Create Heat and Lower
Temperature (3 P.P.E.tm each),
Fire Ball (5 P.P.E.tm),
Circle of Flame (7 P.P.E.tm),
Wall of Flame (10 P.P.E.tm),
and Fire Whip (15 P.P.E.tm)
P.P.E.tm Cost - Master: 60
Bonuses: +1 to M.E. and +3 to save vs possession.
Abilities: The mage's Thermovision increases to a 1000ft range and
he can also sense fire with equal ability to a fire warlock (count the
skill increases as beginning from the level that the Master Aspect was
acquired). He is also able to burn off additional P.P.E.tm
(no cost reductions may be applied) at any time to fuel the development
of these fire element related powers:
Eternal Flame: As per the fire elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 5 P.P.E.tm
Fire Sponge: As per the fire elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Ten Foot Wheel of Fire: As per the fire elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Burst Into Flame: As per the fire elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 15 P.P.E.tm
Plasma Bolt: As per the fire elemental magic spell,
costs 40 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Note: Any magician with a specialization in light magic or a
supernatural creature of light pays half the normal P.P.E. cost to
purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 25
Bonuses: +1 to M.E., +1 to P.E., +1 on initiative, and +1 on
visual perception rolls.
Abilities: Infrared/ ultraviolet vision - 600ft, nightvision
- 300ft, see the invisible, sees 10% more color than normal, and has
polarized vision. Suffers half the penalties from blindness caused
by bright light, and if a save throw against it is required it is
made at +1. The character can also create effects equivalent to the
common magic spells of Blinding Flash and Globe of Daylight, both
for 1 P.P.E.tm The mage also gains the
power to become invisible at will equivalent to the spell Invisibility:
Simple (3 P.P.E.tm)
Value (in gold): 50,000
Value (in credits): 75,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 20
Bonuses: +1 to M.E., +1 to P.E., +1 on initiative, and +2 on
visual perception rolls.
Abilities: Infrared/ ultraviolet vision - 1000ft, nightvision
- 600ft, darkvision (see in total darkness) - 100ft, thermovision -
300ft, see the invisible, sees 30% more color than normal, and has
polarized vision. Suffers half the penalties from blindness caused
by bright light, and if a save throw against it is required it is
made at +2. The character can also create effects equivalent to the
common magic spells of Blinding Flash, Globe of Daylight, and
Lantern Light (page 130 of Federation of Magictm)
at will, each for 1 P.P.E.tm
P.P.E.tm Cost - Major: 35
Bonuses: +2 to P.P. and +3 to save vs possession.
Abilities: The mage can fine- tune the effect on the Blinding
Flash so that it affects a single target with a 1 ft to 3 ft diameter
sphere of white light. The Globe of Daylight he creates also causes one
hit point of damage per melee to creatures like vampires (increases to
1d4 damage in a Rifts® world).
The character can also see all forms of electromagnetic radiation, 100ft
range, and can tell what kind of EM radiation he's looking at with an
accuracy of 50% +4% per level of experience. Also extend infrared/
ultraviolet vision to 2000ft and thermovision to 600ft.
The light- based power of the mage also gives a defense against some
attacks. All laser and light based attacks do no damage to him or the
armor he wears. Energy and electrical attacks do half damage. Fire and
ice do normal damage. The protection extends to the aura and just beyond,
so normal armor is affected and not any power armor.
Appearance Changes: The eyes no longer have an apparent iris or any
sort of pigmentation. They are completely white and glow faintly.
Penalties: Supernatural creatures that are vulnerable to light/
laser energy can sense the character's abilities and are unsettled by
them (if not outright afraid). Thus, when they attack they will most
likely attack the light mage first.
P.P.E.tm Cost - Master: 50
Bonuses: +3 to save vs possession.
Abilities: The mage gains the power to become invisible at will,
equivalent to either Invisibility: Simple (3 P.P.E.tm)
or Invisibility: Superior (10 P.P.E.tm)
At times, one might be more useful than the other.
The magician is also able to burn off additional P.P.E.tm
(no cost reductions may be applied) at any time to fuel the development
of these light related powers:
Lightblade: Costs 15 P.P.E.tm to
perform and requires a sacrifice of 10 P.P.E.tm
The light- mage gains the ability to create a weapon that is basically an
amplified Lightblade (see pg. 142 of the Federation of
Magictm) A blade of any color light can be
created, +1 to strike and parry, able to parry energy attacks, does double
damage against creatures vulnerable to light or sunlight, and no damage
against beings that are impervious to energy attacks. The blade does
1d4x10 damage +2 per level of experience and lasts for two minutes per
level of experience.
Glitterblast: Costs 5 P.P.E.tm to
perform and requires a sacrifice of 5 P.P.E.tm
A glitterblast is a stream of pulsing light, with a range of 18ft +2ft per
level and it strikes automatically (only a natural 20 or modified 24 or higher
can dodge it). Damage is 1d6 per level of the light mage (mega-
damagetm in Rifts®). If a victim is struck
he must also roll a save throw vs magic or be blinded as per the Blinding
Flash spell.
Sunbeam: Costs 5 P.P.E.tm to
perform and requires a sacrifice of 5 P.P.E.tm
A Sunbeam can only be projected from a Globe of Daylight, which must be created
as it is the source of the sunlight. The blast has a range of 600ft and it
strikes nearly perfectly (an 18 or higher can dodge it). Damage is 1d6 per
level of the light mage (mega- damagetm in
Rifts®). Obviously, this attack does double damage to vampires!
Aurora: Costs 3 P.P.E.tm per melee to
perform and requires a sacrifice of 5 P.P.E.tm
The character also gains the ability to generate an aurora of light pulses,
laser- light pictures, quasi- realistic images (recognizable, but not a
convincing illusion) and color sprays with a 5ft per level radius of effect
and a 50ft +10ft range per level, with a small amount of concentration (-2
on initiative and loses one melee action). The lights do no damage, but are
distracting enought to impose a -2 on initiative and -1 to strike, parry,
and dodge on everyone in the radius of effect. The mage can increase the
penalties by paying more P.P.E.tm. 6
P.P.E.tm will double the penalties, 9 will
triple them, etc.
Appearance Changes: The eyes glow brightly enough to light up a room
with a light anywhere from 25 to 300 watts. His skin seems luminescent and
reflective. The aura of the character also shines blue or white when he is
excited.
Penalties: All darkness- based attacks, spells, etc. do double
damage and/or last for double the normal duration.
Note: Smokers and any other combat oriented magic O.C.C., or
magicians with a specialization in damaging spells, pay half the normal
P.P.E. cost to purchase the permanent Aspects below.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to M.E. and a +2 to Horror Factor (or instead, a
Horror Factor of 7 is gained).
Abilities: The magician can cast all combat oriented magic
for half the listed P.P.E.tm cost! If
the mage already has a specialization or something that cuts the
cost in half then reduce the cost to a third of normal (but never
less than that).
For magicians that already have worked the casting cost down to
a third of normal, something else is required. Instead of reducing
the casting cost, allow them to cast spells at half the listed cost
but with double the range. A little extra P.P.E.tm
produces a drastic increase in distance!
Penalties: Not exactly a penalty per se, but more of a logical
effect of the caster's dangerousness. Any magician who can cast
combat magic with ease is going to be a big threat, so they will
probably one of the first beings targeted in any combat if the
attackers know anything about the magician.
Value (in gold): 150,000
Value (in credits): 200,000
Avaliability: Uncommon (demand is pretty high)
P.P.E.tm Cost - Minor: 25
Abilities: Magical combat spells that require a strike roll
gain a +2 bonus to strike. All combat spells cast by the character
see an increase of +25% in range.
Also, combat spells gain a damage bonus of +1d6 for spells from
levels 1-4, a +2d6 damage bonus for spells between 5-8, and a +3d6
bonus for spells level 9 or higher. If the spell gets a static bonus
per level, such as a +1 or a +2 damage, add a +1 to that instead (a
1d6x10 plus 1 per level magic spell becomes a 1d6x10 plus 2 per level
magic spell).
P.P.E.tm Cost - Major: 40
Bonuses: +2 to M.E. and a +1 to Horror Factor (or instead, a
Horror Factor of 8 is gained).
Abilities: The magician can cast all combat oriented magic
for half the listed P.P.E.tm cost! If
the mage already has a specialization or something that cuts the
cost in half then reduce the cost to a third of normal (but never
less than that).
For magicians that already have worked the casting cost down to
a third of normal, something else is required. Instead of reducing
the casting cost, allow them to cast spells at half the listed cost
but with double the range. A little extra P.P.E.tm
produces a drastic increase in distance!
Penalties: Not exactly a penalty per se, but more of a logical
effect of the caster's dangerousness. Any magician who can cast
combat magic with ease is going to be a big threat, so they will
probably one of the first beings targeted in any combat if the
attackers know anything about the magician.
P.P.E.tm Cost - Master: 60
Bonuses: +2 to M.E. and a +2 to Horror Factor.
Abilities: The affinity for combat magic allows the magician to
channel P.P.E.tm directly into damaging
magical effects rather than casting spells. Further, any type of
damage can be caused! The master of combat magic can now create a damaging
spray of acid, a huge fireball, a wave of freezing ice shards and hail,
a bolt of electrical energy, a few energized particles, etc. with equal
ease and without needing to know special spells.
This general attack has a range of 150ft +25ft per level and a bonus
to strike equal to the character's M.E. bonus plus another +2 (from the Minor
Aspect) and +1 more at levels seven and twelve. Damage in an S.D.C.tm world is 1 P.P.E.tm
for a 1d4 or 1d6 S.D.C.tm zap, 3 for a 3d4
or 2d6 attack, 5 for a 3d6-5d6 attack, 10 per 6d6 or 1d4x10 damage, and 15
per 1d6x10 damage. For an M.D.C.tm world the
same cost produces the same damage in mega- damagetm
and S.D.C.tm blasts can be generated for one-
third (round up) of the cost of an M.D.C.tm one.
In the alternative, damaging magic spells can be augmented with a
little extra P.P.E.tm A conventional
Fire Ball spell or other damaging spell that is a multiple of 1d6 can
have extra damage added at the cost of 2 per additional 1d6 damage, or
instead for a Sub- Particle Acceleration like spell (1d6x10 damage +1
per level of experience) 3 P.P.E. tm can
be spent per static +5 damage bonus. If a spell has a limited range and
an extended duration (like a Lightblade or other magical melee weapon)
then extra damage can be gained for one melee at the cost of 1
P.P.E.tm per extra point of damage. So,
10 P.P.E.tm can produce a +10 damage bonus
that lasts for a melee round. This 'damage augmentation' is most often
used when a magician knows some combat spells at a high level and finds
it is more economical to boost damage of a known spell.
Appearance Changes: Eyes, hands, and/or the aura begins to crackle
with energy whenever the character is excited. The character might also
float an inch or two off the ground at all times.
Penalties: The character's aura becomes charged with a distinctive
flavor that tips off anyone who can see auras or sense magic that the
character is extremely dangerous. The magical aura is also +25% easier
to find by scrying or sensing and is difficult to hide or mask (-25% on
attempts to do so).
Note: All Wizards, Sorcerors, Ley Line Walkerstm,
Dabblers, and
Metamages who want
the permanent powers pay half the normal P.P.E. cost to purchase
(not applied to the options in the Master Aspect).
P.P.E.tm Cost - Temporary: 25
Bonuses: +1 to M.E., +1% to all Magic skill rolls, +1 to
spell strength, and +1 to save vs magic.
Abilities: Can cast all spell magic of a level one- third of
the character's or less at half P.P.E.tm
cost. Thus, a 7th level mage could cast all level one and two spells
for half P.P.E.tm cost, with a minimum
cost of 1 P.P.E.tm
Value (in gold): +350,000
Value (in credits): +500,000
Avaliability: Rare (demand is very high)
P.P.E.tm Cost - Minor: 20
Bonuses: +1 to M.E., +2% to all Magic skill rolls, +1 to
spell strength, and +1 to save vs magic.
Abilities: Has an extra melee action that can be used only
to cast spells with. So if the character had four hand to hand
attacks and wanted to cast two quick spells (one attack each),
attack physically once, and cast a bit more complex spell (two
attacks required) - he could use his extra melee action on any
one of the spells.
Penalties: -1 to M.A., since magic becomes more of a priority and
charm becomes less of one.
P.P.E.tm Cost - Major: 35
Bonuses: +1 to M.E., +2% to all Magic skill rolls, +3 to save
vs possession, and +1 to save vs horror factor.
Abilities: Can cast all spell magic of a level one- half of
the character's or less at half cost. A 7th level mage could cast
all level one through three spells for half P.P.E.tm
cost, with a minimum cost of 1 P.P.E.tm
Round downwards in all cases.
Appearance Changes: Some part of the body glows with a magical
light (not enough to see by). This is usually the eyes, but might
be the third eye (the sixth chakra), all the scar tissue on the
character's body, the veins (glowing through the skin), the palms of
the hands, the character's breath, etc.
Penalties: -2 to M.A., since magic becomes even more of a
priority. The character might get referred to as 'that freak who
lives alone' or the 'old crazy wizard in the tower.' However, the
magician also gains a horror factor of 7 (good for scaring kids).
P.P.E.tm Cost - Master: 50
Bonuses: +1 to I.Q., +1 to save vs psionics, +3 to save vs
possession, and +2 to save vs horror factor.
Abilities: Options below can be gained for the permanent
sacrifice of more P.P.E.tm, but is
not a requirement (don't apply any cost reductions, either). These
abilities can be selected whenever desired and are limited only by
the character's available P.P.E.tm
Spell Expertise: Each time this is chosen, one spell of
choice that is currently known can be cast at half P.P.E.tm
cost. This cannot further reduce the cost of any spell that is already
cast for less mana than normal. The permanent P.P.E.tm
cost is equal to 10% of the energy needed to cast the spell (round
up in case of a fraction, minimum of 2 P.P.E.tm)
Extra Magic Strength: A point of magic strength can be
'purchased' for each 6 P.P.E.tm
burned off - so for 18 P.P.E.tm it
would be possible to increase spell strength, Aspect strength, and
ritual strength by +1, or Aspect strength by +2 and spell strength
by +1, or spell strength by +3, etc.
Magical Power: The mage has somehow gained the ability to
use one spell of a level less than or equal to one- half of the
magician's level at will. It functions exactly like the spell
does, with power level being measured from the character's level when
the ability was developed. Instant effect spells and offensive use
spells can be used up to three times per melee. Any spell with a duration
can be used without limit, so long as P.P.E.tm
is used to fuel another duration. Each use of the spell ability counts
as one melee action, and only requires one third of the normal
P.P.E.tm activation cost to use (round
down, minimum cost of 1 P.P.E.tm) The
permanent P.P.E.tm to acquire is equal
to 50% of the P.P.E.tm cost to cast the
spell desired or 5 P.P.E.tm, whichever
is more. For each spell gained in this way, subtract a -1 from
the P.E. attribute.
Appearance Changes: The whole body glows with magical power.
Alternately - the character might be constantly levitating an inch
or two off the ground, he might generate flashes of magical energy
that arc into nearby objects on occasion (not damaging, just
distracting), his voice might sound inhuman, etc.
Penalties: Any weapon or spell that does extra damage against
creatures of magic affects the character in the same way.
Note: The powers granted with these Aspect are magical powers that
emulate psionic abilities. Thus, the character with these Aspects does
not gain a lower target number to save vs psionics. Use the same target
number as you always did (15 for a non- psychic, 12 for a minor or major
psychic, or 10 for a master psychic). Mystics (and similar magic O.C.C.s)
can develop these Aspects at half cost.
P.P.E.tm Cost - Temporary: 30
Bonuses: +3 to save vs possession, +1 to save
vs mind control (all kinds), +1 to save vs insanity, and +2 to
save vs psionics.
Abilities: The character acquires magical powers that
function just like psionic powers (when others save against
them, use save vs psionics - not magic). They are fueled by
P.P.E.tm but are otherwise the
exact same as the psionic power of the same name.
The mage acquires the ability of Mind Block, plus may select
either three minor or one super 'psychic' power of choice with
the same exceptions as listed with the Minor and Master Aspects.
Penalties: -1 to M.E., due to the difficulty in managing
the control of unfamiliar psychic faculties.
Value (in gold): 120,000
Value (in credits): 150,000
Avaliability: Uncommon (demand is high)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to M.E., +2 to save vs possession, +1 to save
vs mind control (all kinds), +1 to save vs insanity, and +1 to
save vs psionics.
Abilities: The character acquires magical powers that
function just like psionic powers (when others save against
them, use save vs psionics - not magic). They are fueled by
P.P.E.tm but are otherwise the
exact same as the psionic power of the same name.
The mage acquires the abilities of Mind Block and two other
'psychic' powers of choice from a single minor category, with these
exceptions (can't be selected): Spontaneous Combustion, Teleport
Object, Float, Levitation, Telekinesis (or any Telekinesis discipline),
Healing Touch, Increased Healing, Bio- Regeneration, Attack Disease,
Psychic Purification, Psychic Surgery, or Astral Projection.
P.P.E.tm Cost - Major: 35
Bonuses: +2 to M.E., +2 to save vs possession, +1 to save
vs mind control (all kinds), +1 to save vs insanity, and +1 to
save vs psionics.
Abilities: More magical abilities are gained that emulate
psionic powers. Select another three powers that are equivalent
to minor psionic abilities, within the Minor Aspect limitations.
Appearance Changes: The head becomes 10% larger and the neck
becomes a little longer and more graceful.
Penalties: -1 to P.B. from the larger head.
P.P.E.tm Cost - Master: 50
Bonuses: +2 to M.E., +2 to save vs possession, +1 to save
vs mind control (all kinds), +1 to save vs insanity, and +1 to
save vs psionics.
Abilities: As with the previous Aspects, magical powers
are acquired that emulate psionic abilities. With the Master
level Aspect the new powers are equivalent to super psionic
powers. The character gains one super psionic power of
choice with these exceptions: Bio- Regeneration (Super), Catatonic
Strike, Psi- Shield, Psi- Sword, all kinesis disciplines, and all
Telemechanic powers.
The magician is also able to burn off additional
P.P.E.tm (no cost reductions may be
applied) at any time to fuel the development of more magical mind
powers. Any new 'pseudo- psionic power' within the stated limits can be
purchased with the burning off P.P.E.tm
equal to the I.S.P.tm needed to use
the power.
Special Note: Mystic characters (and only those characters)
who gain the Master Aspect are able to fuel their psychic powers and
their magical pseudo- psychic powers with either
I.S.P.tm or P.P.E.tm
Their attunement to their own energies is such that their mental powers
can be fueled by either type of paranormal energy (or a mixture of both
if necessary). There are no changes in activation costs of the powers.
Appearance Changes: The eyes take on an eerie glow (or possibly
the third eye radiates energy instead), the facial features become
sharper and more defined, and the face shows little emotion at any time.
Penalties: -2 to M.A., since the growth in mind power is
equivalent to a loss in normal social functioning - tends to spend
more time pondering and calculating in the corner than interacting
with people.
Note: This Aspect absolutely requires the Federation of
Magictm book to make full use of.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 on all save throws, and +15% to any skill when
using it to determine probabilities.
Abilities: The character gets a magical ability equivalent to
the psionic power of Psychokinesis,
the ability to influence odds. Same exact stats - just change the
I.S.P.tm cost to a P.P.E.tm
cost. Also, the character has a spell ability that is equivalent to
the magic spell of Deflect (page 133) or Ricochet Strike (page
134). Whichever one is acquired (depends on a variation in the ritual)
is cast at two- thirds of the listed P.P.E.tm
cost.
Note that with the +15% skill bonus, the character (meaning, the
GM probably tells the player) can figure out odds on most kinds of
events. Players - don't annoy your GM too badly with this.
Penalties: -1 to M.A. because the mage is now calculating
probabilities on lots of things and doing so often - the mage is either
distracted in a social situation or spouts off probabilties with five
digits of accuracy.
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Rare (demand is moderate)
P.P.E.tm Cost - Minor: 20
Bonuses: +1 on all save throws, and +25% to any skill when
using it to determine probabilities.
Abilities: The character gets a magical ability equivalent to
the psionic power of Psychokinesis,
the ability to influence odds. Same exact stats - just change the
I.S.P.tm cost to a P.P.E.tm
cost. Begin adding ability skill bonuses starting with the level that
this Aspect is gained.
Note that with the +25% skill bonus, the character (meaning, the
GM probably tells the player) can figure out odds on most kinds of
events. Players - don't annoy your GM too badly with this.
P.P.E.tm Cost - Major: 35
Bonuses: +1 on all save throws and +1 to parry and dodge.
Abilities: Increase the range of the Psychokinesis ability
to 30ft! Also, the character has spell abilities that are equivalent
to the magic spells of Deflect (page 133) and Ricochet Strike (page
134) but are cast at half the listed P.P.E.tm
cost.
P.P.E.tm Cost - Master: 50
Bonuses: +1 on all save throws and +1 to parry and dodge.
Abilities: The character gains more spell abilities, and these
are equivalent to the magic spells of Targeted Deflection (page 140, 10
P.P.E.tm, and gets a special +2 bonus
applicable to all rolls using the ability), Negate Mechanics (page 134,
15 P.P.E.tm), and the incredible Beat
Insurmountable Odds (page 146, 30 P.P.E.tm
when used on self and 60 when used on others).
Penalties: -2 to M.A. and -1 to M.E., because the mage is now
calculating probabilities on all things at nearly all times - and the
M.A. reduction comes into play in that he is either pretty distracted
in a social situation or spouts off probabilties with ten digits of
accuracy.
In these Aspects, the phrase 'all save throws' includes every
conceivable save throw plus horror factor, but not perception.
This Aspect is popular among Shifters, for obvious reasons....
P.P.E.tm Cost - Temporary: 20
Bonuses: +2 to M.E., +3 to P.E., +5 hit points (or add +5% to
the character's M.D.C.tm base), and
add a +3 on all save throws.
Abilities: Recovers from all poisons, toxins, radiation,
offensive magic spells, psionic attacks, etc. in half the normal time!
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Common (demand is moderate)
P.P.E.tm Cost - Minor: 15
Bonuses: +2 to M.E., +2 to P.E., +5 hit points (or add +5% to
the character's M.D.C.tm base), and
add a +2 on all save throws.
Abilities: Recovers from all poisons, toxins, radiation,
offensive magic spells, psionic attacks, etc. in half the normal
time!
Appearance Changes:
P.P.E.tm Cost - Major: 30
Bonuses: Add a +3 on all save throws and +5 hit points (or
add +5% to the character's M.D.C.tm
base).
Abilities: Heat and cold based attacks do half damage (but
fire and ice do full damage), plus the character can survive in
extreme environments for up to double the amount of time a
normal could survive.
Appearance Changes: The character looks to be quite healthy.
P.P.E.tm Cost - Master: 40
Bonuses: +2 on M.E., add another +4 on all save throws and +10
hit points (or add +10% to the character's
M.D.C.tm base).
Abilities: The character gains a supernatural force of will
that nets him a +2 or +25% on rolls for mental domination - which
includes saves against possession, psionic attacks, mind- altering
drugs, vampiric mind control, challenges from demonic servants,
resisting the beauty of Aphrodite, and commanding supernatural beings
in battles of will. This willpower also protects him from minor
physical ailments (headaches, sinus infections, arthritis, etc.)
For the cost of 2 P.P.E.tm
any toxin or chemical within the body can be instantly destroyed,
but even if it is not destroyed it only has a third of the penalties
and damage against the character. All fire, ice, heat, cold, and
electrical attacks do half damage (energy and light are still effective).
The character also gains a minor regeneration ability - one hit
point and 1d4 S.D.C.tm (or 1d6 M.D.C.tm)
is recovered per hour. If a regeneration ability is already
possessed, combine the two - the magician learns to enhance his
natural healing abilities. Such is the power of the character's
mental and physical resistance to harm.
Appearance Changes: Appears to be perpetually healthy!
Penalties: The resistance to poisons, chemicals, radiation,
magic spells, psionic attacks, etc. also applies to helpful kinds as
well. The M.E. willpower bonus can be used to negate the character's
Aspect save throw bonus and increase the chances of the chemical (or
whatever) having its normal effect (so a +6 M.E. bonus could reduce a
+10 save vs magic to a +4, making it more likely for necessary healing
and cleansing magic to be performed. Only when casting spells and using
psychic abilities on himself does this hyper- resistance not
apply (no save throw must be rolled).
Note: All warlocks linked to the element of water and any magician
with a specialization in water spells pays half the normal P.P.E. cost to
purchase all the below Aspects.
P.P.E.tm Cost - Temporary: 30
Bonuses: +1 to M.E. and +1 to P.E.
Abilities: Can Breathe Underwater and Swim Like the Dolphin
as per the water elemental magic spells (constant abilities with no
P.P.E.tm expenditure required), can
see underwater for 300ft when light is present or for 50ft in
complete darkness, and is also able to create effects similar to
the spells of Dowsing and Create Water (both cast at half
P.P.E.tm cost),
Circle of Rain (15 P.P.E.tm),
Shards of Ice (5 P.P.E.tm),
and Wall of Ice (15 P.P.E.tm)
Value (in gold): 75,000
Value (in credits): 100,000
Avaliability: Common (demand is moderately high, especially
in vampire infested areas!)
P.P.E.tm Cost - Minor: 25
Bonuses: +1 to M.E. and +2 to P.E.
Abilities: The magician gains the following spell- like
abilities: Sense Direction Underwater, Walk the Waves, Breathe
Underwater, Ride the Waves, Impervious to Ocean Depths, Speak
Underwater, and Swim Like the Dolphin as per the water elemental
magic spells (all are constant abilities with no
P.P.E.tm expenditure required).
The mage can also see underwater for 300ft when light is present
or for 50ft in complete darkness.
P.P.E.tm Cost - Major: 50
Abilities: The following effects can be performed, and are
basically the same as the corresponding water warlock spells:
Dowsing, Salt Water to Fresh, Foul Water, Liquids to Water, Freeze
Water, Resist Fire, Resist Cold, and Create Water (all cast at
half P.P.E.tm cost), and also the
spells of Circle of Rain (15 P.P.E.tm),
Hail (15 P.P.E.tm), Shards of Ice
(5 P.P.E.tm), and Wall of Ice
(15 P.P.E.tm)
P.P.E.tm Cost - Master: 60
Bonuses: +1 to M.E. and +3 to save vs possession.
Abilities: The character gains a resistance to heat and cold
(does not include fire or ice), and takes only half damage from both
whether normal or magical. Extend the seeing distance underwater to
600ft when light is present or for 100ft in complete darkness. The
mage is also able to burn off additional P.P.E.tm
(no cost reductions may be applied) at any time to fuel the development
of these water element related powers:
Whirlpool: As per the water elemental magic spell,
costs 25 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Hurricane: As per the water elemental magic spell,
costs 30 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Rain Dance: As per the water elemental magic spell,
costs 40 P.P.E.tm to perform
and requires a sacrifice of 5 P.P.E.tm
The success ratio is measured starting at the level that this
special Aspect power was gained.
Summon and Control Storm: As per the water elemental magic spell,
costs 75 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Tidal Wave: As per the water elemental magic spell,
costs 45 P.P.E.tm to perform
and requires a sacrifice of 10 P.P.E.tm
Calm Waters: As per the water elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 5 P.P.E.tm
Creature of the Waves: As per the water elemental magic spell,
costs 50 P.P.E.tm to perform
and requires a sacrifice of 15 P.P.E.tm