Magic Skills
Created by Brett Hegr
[ Return to the Magic Section ]
These are skills that only magicians can learn, since most involve the
variation of spellcasting abilities. In some cases there are no skill
percentiles. The benefits are instead the ability to cast spells with
more accuracy or different effects, faster energy recovery, and spell
design to name just a few.
These skills cannot be selected as secondary skills, as they are
far too complex to learn on one's own. Any spellcaster can generally
select skills from the Magic category with a +5% bonus. Some magic O.C.C.s
should, by their nature, have a higher bonus to specific skills (like a
Mystic or Warlock learned in Cloaking or Mystic Meditation - they spend
a lot of time meditating in general and could excel in all kinds of
meditation). GMs might decide that certain skills cost two 'other' skills,
specifically Charging (it can get powerful). Creation skills like Alchemy,
Spellcrafting, and Mystic Herbology, should be reserved for special O.C.C.
skills, or cost at least three 'other' skills and have a limit of a +5%
O.C.C. bonus. A skill selection could also take the place of two or three
low level spells (level 1-4), or one high one (level 5-7). Add in the
I.Q. bonus to these skills as normal, unless otherwise stated.
I would suggest that each magic O.C.C. found in the Rifts®
RPG, the Palladium Fantasy RPG ®, Heroes
Unlimitedtm, and Nightbanetm
RPG be allowed to choose one skill from this category with a +15% bonus
as an O.C.C. skill. Mages in Palladium's games tend to be pretty one-
dimensional in their mystic powers. As you know, I like variety and
customization.
Combining the use of these skills is totally up to the GM, but I advise
against it in some cases. Can you imagine what a player will try to do
if he can charge, simulcast, and improvise a spell at the same time? I
shudder when I consider the possibilities. Spellcrafting, Cloaking,
Specialization, and Mystic Meditation are rather benign and can't really
be combined with anything. As for Charging, Improvisation, and Simulcasting,
I'd only let a character use two of those skills at once and then I'd
impose a -10% (or more) penalty to both.
Base Skill: 5% plus the I.Q. attribute, plus 5% per level.
Do not add the I.Q. skill bonus.
Requires: Math: Basic, Math: Advanced, some form of
Literacy, Chemistry, Chemistry: Analytical, Biology, and Botany!
Special Bonuses: Add a +5% bonus to each of the Science
skills above.
Save Throws: A save vs spell magic must be made, according
to the PFRPG. I think alchemal potions should have a magic strength of
12 as a base, +1 more to the strength at levels three, five, seven,
and ten.
The character has the skills and talent necessary to develop magical
chemicals. With creativity, spells, occult texts, and his scientific
skills the character can develop magic potions (or powders, foods, or
poisons) based one of his spells or special magic formulas. The alchemist
need only prepeare the magically receptive substance, then channel the
proper kind of magic energy into it! He can also use this skill to
analyze something both magically and chemically, and even
learn how to recreate it. It is also possible to invent new kinds of
potions and compounds with this skill.
Duration of effects: Almost all extended- effect potions have a
duration of ten melees (two and a half minutes) per level of experience.
An alchemist can purposely make a potion with a shorter duration than is
maximally possible. Sleep, pain relief, aphrodesiacs, etc. should last
about 1d6 hours or possibly two hours per level of the alchemist.
Analyzing a magic potion: Both for informational purposes and for
determining an alchemal formula. This takes a skill roll at -2% per level
of the spell(s) in the potion. Failure means the formula has a flaw and
won't work properly, or that the information gotten is misinterpreted.
Analysis takes a hour per level of the spell(s) in the potion or compound.
Each attempt to get information about something (duration, effect, type
of magic, etc.) requires one analysis attempt.
Developing a new potion formula: There is a -5% penalty imposed
for each level of the spell(s) being made into a potion, plus some
spells may not be able to be put into potion form (like most illusion
spells, for example). Again, failure means the formula has a flaw and
doesn't work properly. Original creations (a mixture spells and effects)
are possible, but obviously more difficult. It takes a week of research
per level of the spell being transmuted into potion form to get the
alchemal formula.
Creating a single potion or compound: This requires four hours of
work per level of the spell (so three first level potions could be made
in a day, and one 15th level potion in a week's time). The magic energy
cost to enchant the potion should be equal to the total
P.P.E.tm needed to cast all the spells
in the potion. The creation of a potion
based on a spell the character knows generally costs 100 gold (or
credits) per level in components, maybe more depending on the GM's
decisions.
Developing a unique potion or compound: Eventually, a player will
want to make something that isn't based on spell magic. It isn't a
requirement that alchemal substances be specific spells, but it is a
little easier to work with. If possible, find whatever spells are most
similar to the desired potion's effect and base the costs and success
rolls from them. Unique alchemal formulas will obviously require unique
ingredients. An Agony potion could need venom from a poisonous supernatural
creature, an Impervious to Fire potion might need powdered fire dragon
scales or fire worm juice, etc.
Altering an existing alchemal formula: Increasing the damage and
extending the duration are the usual ways of improvement. Modifying the
alchemal formula for 25% more damage/ healing/ penalties or 50% more
duration than the basic formula imposes a -15% penalty (so getting 50%
more duration and 50% more penalties from that Agony potion would cause
a -60% to the skill roll). Reducing the alchemal formula for 25% less
damage/ healing/ penalties or 50% less duration than the basic formula
has a +3% bonus per alteration attempted. It is possible, though difficult,
to make a potion last longer and hit harder than the alchemist is
normally capable of. I suggest that GMs limit the improvements made on
an alchemal formula, so that super- potions don't get created.
Notes: This skill isn't the only requirement to be considered a
true member of the Alchemist character class, but it is a very important
factor. I'm considering going way in- depth on alchemy in the near future
- it would be another update to this here Magic Section. If you would
like a list of magical goods the character might be interested in using,
just click here.
Base Skill: 24% plus 3% per additonal level.
Requires: M.E. of 13 or better.
Taken from Through the Glass Darkly (Nightbanetm
World Book Three) page 9. The character knows one method of divination
(like Tarot, astrology, numerology, rune casting, I Ching, etc.) and
uses it to tell the future. Taking this skill multiple times lets the
character learn several different methods. If a single Divination skill
is taken twice (or more), add a +15% bonus for each extra skill spent
in development. See page 53 of TtGD for full details on divination.
Base Skill: 30% plus the M.E. attribute, plus 4% per level.
Requires: M.E. of 12 or higher and Math: Basic.
Special Bonuses: None
Duration: One melee per level.
Destabilization: A spell being charged adds +1d4% per two
effective levels to the destabilization of an area when released.
Charging is the science of holding a spell in a form of magical stasis,
where it gains strength from ambient P.P.E.tm
in the area. Rituals cannot be charged, only incantations. The spell
can be held overall for one melee per level of experience. Once the spell
is cast, the mage witholds the release. Each melee action that the spell
is held will increase its effective level by one. If a mage has three
melee actions he can increase a spell's level by three per melee. The mage
must roll to contain the spell each melee action it is held, called a
containment roll. Dodging and parrying are the only actions that
the mage can take during containment and his bonuses for both are halved
while charging a spell, due to the concentration involved. No attacks can
be made and no spells can be cast.
It is dangerous for the mage to increase the spell by more levels than
his own experience level, but it is possible. Each level increase beyond the
caster's causes a -5% penalty to the containment roll. If the containment
roll fails while a mage is charging a spell beyond his level of experience,
he must immediately make a control roll to see if he can direct the spell's
energies.
Failure on a containment roll means that the spell does not gain
another level that melee action and is released toward the intended target.
Whatever the current effective level of the spell is, it affects the
target at that level. The casting mage can act normally on the next melee
action, and attack or begin casting another spell. A mage does not have
to hold a spell until he fails containment, so he can release it after only
a few levels have been added.
Failure on a control roll is more dangerous. If the mage fails a
containment roll while holding his spell beyond his level of experience,
there is a chance the spell will go 'wild.' The failure of a containment
roll in this case is effectively the same as it is above, except a
control roll must also be made with the same penalty that the containment
roll suffered. If it succeeds, the spell affects the intended target. If
it fails, however, it can affect anything but the intended target.
GMs should decide or roll to see what is affected by the spell.
Example: A 4th level battle mage (Smoker O.C.C.) named Danar with
this skill was recovering at a nearby nexus point when a hungry chimera
got rifted in. Danar was weakened by a previous battle and his P.P.E.tm
level was dangerously low. Luckily, he could cast combat magic at half
P.P.E.tm cost but even that might not be
enough this time. He'd have to charge a strong spell, Call Lightning, to
a high level to damage this creature effectively. He casts his spell and
begins to charge it (his skill is 60%) beyond level ten. He succeeds all
his containment rolls up to level eight. At level nine, he is adding one
more level than his own to the spell and suffers a -5% penalty. Still,
with a roll of 48% he succeeds in adding another level. At level ten he
rolls a 38%, and adds another level. During this whole time he has been
dodging the chimera's attacks and getting the remnants of his armor
singed from it's fire breath. He decides to continue the spell to level
eleven, with a -15% penalty. A roll of 51% is a failure, and the spell
goes off.
Danar is now forced to make a control roll since he held the spell beyond
his own level, with the same -15% penalty. Failure means he is in deep
doggy doo, as he put most of his energy into the Call Lightning spell.
He's got to roll under a 45% to succeed, and does so with a 16%! The
spell is under control and he unleashes a 1d6x10 (10d6 simplified)
M.D.tm lightning bolt upon the beast, but
the damage is doubled since they are near a nexus. A damage roll of 5
means the creature takes 100 points of mega-damagetm
from a single spell, damaging it greatly. With only a few M.D.C.tm
left, it hesitates before fleeing to recover its own wounds. Don't forget
the destabilization - with the spell being released at an effective level
of ten, it increases the destabilization by 5d4% in a 100ft radius.
Base Skill: 10% plus the M.E. attribute, plus 5% per level.
Requires: Knowledge of at least three illusion spells or
of the spell Transferal.
Special Bonuses: Add +5% if the Mystic Meditation skill is
also known (experience in concentration).
Cloaking is the study of masking one's magical and psionic nature. It
is most common among Mystics, but any mage can learn to do it provided
they have the necessary magical knowledge. The mage learns to hold his
supernatural nature in, and to spread out whatever he can't contain.
Thus he can suppress his own magic and psionic ability!
Against any character that can sense magic, psionics, or the supernatural
in general (e.g Psi-Stalkers and Dog Boys), the mage must roll to cloak
himself. Initiating the cloaking takes one melee of concentration. A
successful roll means that the magic energy is supressed and masked.
Anyone using a spell or natural tracking abilities to sense the mage
suffers a penalty to their skill equal to the mage's skill percentile.
If the mage fails he can try to mask himself again next melee.
There is no limit to the duration that a mage masks himself, but there is
a restriction. While cloaked, the mage cannot use any magic spells,
items, or psionic powers without destroying his cloak. Early on he cannot
cloak his possessions. After level three, however, any magical or psionic
items can be cloaked as well, as long as they are carried on his person
and of low to mid level power.
The cloaking mage cannot extend his ability to other people, vehicles, or
powerful magical objects (like rune weapons). This is the principal
difference between this ability and the Block Magical Radiance
spell of Metamages. This ability is better than
the spell of Transferal, because the mage always has his magic at his
command and can use it in the blink of an eye. Plus, he can hide his
psionic nature at the same time.
Base Skill: None
Special Bonuses: Add +1 to the magical strength of all rituals
that the character knows.
This skill gives the magician the nedeed skill to cast a spell with a
group, same as the Sorcerous Proficiency option on page 26 of Through
the Glass Darklytm. Each mage in a group
must have this skill, know the spell to be cast as a group, and pay the
standard P.P.E.tm cost to cast that spell.
The group leader (usually the one with the highest experience level and/ or
in the best of health) casts the spell, and the supporting mages all channel
power into it! Multiply the number of the people in the group times the
range, damage, and duration of the spell as normally cast by the lead
mage.
Example: A group of four is casting a Call Lightning spell and the
leader is at the 10th level of experience. Normally, the lightning bolt
would do 10d6 (or 1d6x10) damage with a range of 300ft. With the group's
invocation of it, the lightning bolt becomes 40d6 (or 4d6x10) and has a
range of 1200ft! The group then casts a simple See Aura spell - the
duration is one minute (instead of the usual one melee) and range is 400ft
(going by the version in the Nightbanetm
RPG book, at least).
Base Skill: 30% plus the I.Q. attribute, plus 5% per level.
Do not add the I.Q. skill bonus.
Special Bonuses: Add +5% if Spellcrafting is known or
the character is some sort of Mystic O.C.C.
Destabilization: Each spell combined adds +1d4% to the
destabilization of an area.
With this skill, a mage can use his knowledge of the magical arts to
combine spell effects. This allows the caster a vast array of combinations
possible. A few examples are throwing electrified magical nets, creating
glowing fogs, and launching missiles that blind victims. To perform a spell,
the character must have the appropriate spells to be combined. A globe of
fire would require the spells Globe of Daylight and Fireball, for example.
The duration, range, and damage of the improvised spell are equal to the
highest value out of all the spells used. This means if two spells with
ranges of 90ft and 300ft were combined, the improvised spell range would
be 300ft, not 390ft. The P.P.E.tm cost is
equal to the total of the P.P.E.tm costs
of the combined spells.
The mage can combine two spells at level one, plus one more at levels
three, six, and ten. For each spell above his own experience level the
mage is trying to mix, add a -5% penalty to the skill roll. However, if
the character has a specialization in a particular type of spell magic
he is combining then don't count it - the character's knowledge overrides
the penalty.
On a failed roll, only one of the spells used in the mix has any effect.
Thus if someone tried to create that globe of fire and failed, the caster
might end up with either a Fireball or a Globe of Daylight. If the mage
fails he only expends half the magic energy he would have used had he
succeeded. If the improvisation fails, the mage can roll again under his
skill percentile (no penalties) to try and determine which spell is actually
cast. Failure means the resulting spell is completely random. A third roll
under the skill percentile (no penalties again) will determine if the mage
has control of the random spell - failure means he doesn't and might very
well have a fireball rocketing out of control. Overall, a mage could end
up rolling his Improvisation skill three times with one attempt at a spell.
Base Skill (general knowledge): 25% plus 5% per level.
Recognize Wards, Runes, and Circles: 15% plus 5% per level.
Recognize Enchantment: 10% plus 5% per level.
This skill provides information about magic, magic creatures, myths about
magic, magic guilds and associations, various magic-related legends, etc.
No spellcasting powers are gained, nor is the ability to use
Techno- Wizardtm devices. Someone with this
skill knows the general abilities of creatures of magic, the main types
of magic for his geographic area, notorious magicians and wizards, and
how to recognize genuine magical artifacts and writing.
Note: This skill can also be found on page 66 of the Coalition
War Campaigntm, and on page 155 of
Triaxtm and the NGR. It is a Technical
skill in those books, but here it is a matter of continuity - shouldn't
the Magic skill category have Lore: Magic in it?
Base Skill: 20% plus 5% per level.
Requires: Identify Plants and Fruits and Botany.
Special Bonuses: Add +10% to the Holistic Medicine
skill if it is possessed.
Exactly like the skill described on page 22 of Rifts®
England. The character knows all sorts of things about mystic herbs
and herbs in general: legends, when and where to find them, preparation
and preservation of them, knowledge of poisons, mystic powers, and
how to turn them into magical teas, potions, tonics, elixirs, etc.
This is a closely guarded secret of magicians in Rifts®
England. Few beings outside of that area know the magic. This skill
differs from that of Alchemy in this respect - while both may use the
occasional chemical from the other school, alchemists tend to use
biological and mineral components and herbologists use primarily
plants and fungi.
For non- Rifts® England herbalists,
this should be a very costly skill since it allows a magician
access to another powerful kind of magic. I'd suggest that it require
three other skills and the sacrifice of one O.C.C. special ability or
the sacrifice of seven other skills.
Base Skill: Add the I.Q. and the M.E. as the base skill
proficiency, plus 4% per additional level. Do not add the I.Q.
skill bonus.
Requires: Math: Basic, Math: Advanced, Literacy, Principles
of Magic and at least three sensory enhancing spells (such as See Aura,
Sense P.P.E.tm, and Sense Evil). If the
Research skill (Technical category) is possessed, add a one- time +5%
bonus.
Based On: The Magical Investigations passage of page 36,
Through the Glass Darkly.
All magicians have the capacity to study and discover the secrets of
powerful magic objects and arcane texts. Normally, the character must
make a successful Principles of Magic roll or roll less than his I.Q.
on 2d10 for each attempt to determine a specific power or function of
the object of inquiry. Three consecutive failures when determining an
aspect of the object means that it will remain hidden until further
insight is gained (like another experience level or 25,000 points).
Characters with the Mystic Investigation Skill, however, have had
formal training in the analysis of data, the research involved in
finding hard information, and have developed a variety of personal
techniques they employ in the scrutiny of magical things. They use
the stated base skill, but if they fail they are not prevented from
further study until attaining another experience level. They can
continuously study an object until they discover all its secrets!
Study usually requires 4-7 days for simple things, one to two weeks
for complex objects, a month for challenging, dangerous, or mystically
obscured objects, and 1d4 months (or more) for the most powerful magical
objects. Roll once on this skill per 6 hours of study - success means
that the player can ask the GM one question (within reason) about the
object, or the GM might tell the player something that would make him
want to ask new questions.
The means of study is likely to be a personal thing. Cybermagestm
might look at their funky blueprints and strange observation devices,
a hermetic magician might walk around and get 'attuned to the energy
vibrations of the area,' a fire warlock might meditate in a room full
of candles, etc. GMs might encourage the player to come up with a
unique method of study for the character.
Base Skill: 30% plus the M.E. attribute, plus 5% per level.
Do not add the I.Q. skill bonus.
Requires: Meditation (standard for all mages) or an M.E. of
12 or higher.
Special Bonuses: See below. Mystics are +5% on this skill,
in addition to any other bonuses - they also add 2d6+3 P.P.E.tm
to their permanent base.
This is a deep form of mediation that gives greater benefits than
normal meditation. Each hour that the character meditates, roll percentile
dice. If the roll isn't under the skill percentile, nothing special
happens (normal energy recovery). If it is, the character gains the
following benefits:
- Gains one insight into a current situation or dilemma (a way for GMs
to give hints to the characters). Could also add a +5% bonus on an
important skill roll.
- All poisons and toxins are slowed to inactivity for the hour, doing
no damage and causing no penalties.
- The mystic recovers an additional +2 P.P.E.tm
for that hour of meditation. Add +1 to this number at levels three, six, and
ten. Note that this increase is effective only for hours where deep
meditation is achieved. If the skill roll fails the character recovers
energy normally.
Mystics Only:
These two paragraphs apply only to the Mystic, Warlock, Promethean Time Master,
tribal shamans, and any magician who gains spells via enlightenment and not
mystic study. Mystic meditation can also be used to gain additional spells. To
gain spells temporarily (12 hours +1d4 per level), a mage must meditate for four
hours and make one skill roll with a -35% penalty. Success means 1d4 additional
spells of a level less than or equal to the character's are gained for that time
period. The spells are selected by the GM, who could decide to give more or fewer
spells depending on the circumstances. These spells are to help the character
through the trials ahead, and fade away quickly. This can be attempted once
per 24 hour period. These characters can also 'force enlightenment' upon
themselves, as described below.
At each new level of experience, when the character meditates to gain
new spells, he has a small chance of gaining an additional spell or two.
Normally the character must choose an environment conducive to his
enlightenment (a volcano for a fire Warlock, a dense forest for a Mystic,
etc.) and meditate for twelve hours nonstop. The only difference is that the
player can roll once under the character's skill percentile, with a
-50% penalty. Failure means no additional spells are gained. Success means
that the character can choose 50% more spells than normal at that level
except Warlocks, who gain double the normal number. So a fifth level Mystic
who meditates successfully will gain 50% more spells (a total of three, since
they normally only get two at that level). The Warlock will instead get four
spells, since he normally only gains two every level increase. The extra
spells are subject to the same restrictions as the other spells. As usual,
GMs should limit this in any way they deem necessary.
Base Skill: None!
Requires: Negate Magic spell and Dispel Magic Barriers. If
the player cannot normally select them at the start (due to level range
restrictions), allow them to know them both for the sacrifice of three
spell selections.
Special Bonuses: The mage (and his spells) are all +1
to save vs negation magic and +1 to magic strength, both for negation
magic purposes only. Add a +1 to both at levels two and six.
A mage with knowledge of the Negate Magic and Dispel Magic Barriers spell
can extrapolate on the information in that spell and study the negation
of magic in-depth. After a long course of investigation, he learns some
techniques that result in the above bonuses and the ability to cost the
Negate Magic and Dispel Magic Barriers spell at half cost. At level five,
this cost is reduced to one-third the normal cost, and then at level ten
it drops down to one quarter!
If he casts the Negate Magic spell at a mage in the process of casting a
spell, the victim mage must immediately roll to save vs magic. Failure
means the magic he was casting is ruined and he lost P.P.E.tm
as if he actually had cast it. With his experience the negating mage is
also more adept at preventing this from happening to himself, evident in
the bonus to save vs negation magic.
Contrary the magic spell of Negate Magic, the mage talented in
Negation can also attempt to negate circle, rune, and ritual magic
(among others). Normally, a Negate Magic spell affects only spell magic.
Alchemal and herbalist potions can be ruined with negation. It
is also possible to disrupt the functioning of magic objects for
up to two minutes per level of experience. Rune weapons and other
powerful magic items can only be rendered powerless for one melee
per level.
Spell strength bonuses count as magical strike and parry bonuses when
dealing with the negation of magic. The target spell (circle, rune,
item, etc) gets a save throw and can use the caster's magic strength
bonus, while the negator adds his spell strength bonus to the Negate
Magic spell.
Base Skill: 36% plus 2% per additional level of experience for
non- mages, Mystics, Warlocks, Acolytes, and similar O.C.C.s (haven't
actually studied magic), but 60% plus 2% per additional level for any
practitioner of magic.
Important Notes: This spell is generally limited to magicians.
Some characters will have a different base skill, depending on the O.C.C.
Consider this skill a prerequisite to all others in the Magic category
except for Lore: Magic and Divination.
Taken from Through the Glass Darkly (Nightbanetm
World Book Three) page 9. All hermetic (the kinds of mages that study to
learn magic) practitioners of magic get this skill automatically at the
above base skill. A hardcore magician (like a Sorceror, Wizard, or
Metamage) might get
a +5% or +10% bonus. Warlocks, Mystics, Shamans, and similar kinds of
magicians (who learn spells through meditation and enlightenment) get
this skill at the lower base skill (see above also).
This skill allows a practicioner of magic the ability to recognize most
spells when cast, a better chance of recognizing enchantments, true
runes, wards, and magic circles (get a +1% per level bonus on rolls for
these if the Lore: Magic skill is possessed), and the skills necessary to
analyze magical objects, items, scrolls, and books to learn about them
(see the Magical Investigations section, page 36, of Through the Glass
Darkly).
Base Skill: 25% plus the M.E. attribute, plus 5% per level.
Requires: M.E. of 10 or higher.
Special Bonuses: None
Destabilization: For each spell simulcast there is a +1d4%
increase in destabilization in an area.
The mage is able to cast two spells or more at once. As with spell
improvisation, two spells can be simulcast at level one, plus one more
at levels three, six, and ten. The major difficulty in this skill is in
the management of the different spell energies. For each spell above his
own experience level the mage is trying to simulcast, add a -5% penalty
to the skill roll. However, if the character has a specialization in a
particular type of magic then don't count it - the character's knowledge
overrides the penalty.
A failure indicates that only one spell could be cast at that time. Unlike
Improvisation, the mage only burns up the P.P.E.tm
necessary to cast that one spell. However, that spell does not get the
benefit of any spell strength bonuses the mage might have (there's got
to be some cost for failure). None of the other spells are completed
satisfactorily, and thus don't use any P.P.E.tm
Base Skill: The base skill is equal to the I.Q. attribute, plus
3% per level of experience. Do not add the I.Q. skill bonus.
Requires: Literacy, Math: Basic, Math: Advanced, Cryptography,
Lore: Magic, and Principles of Magic.
Special Bonus: Add +5% when crafting and testing spells for
which the mage already has a specialization for, and add +10% to the
success rate for scroll conversion. Also use the straight Spellcrafting
skill when testing developed spells.
Limitations: Mystics, Warlocks, Biomancers, and anyone else
who gains spells through meditation and not hermetic study cannot
select this skill - their learning style is totally different!
Note: For those of you who want to use the official
rules for developing spell magic, add 1/10th of the Spellcrafting
skill percentile every time the development of a spell is attempted.
This is the science of developing new spells using existing spells and
researched knowledge. A mage with a decent repetoire of spells and a high
level of experience (6th and up) should be able to come up with a couple
new spells. Note that this will require access to libraries of magical
information if the spell is complex, high level, or has no basis in spells
known already. The mage will need to find a library, like that of a guild,
unless he has one of his own. See the Notes on Magic 2 section titled '
Spell Design' for complete information.
Note: For circle makers, they could select a Circle Design spell that
has the exact same stats but is for circles.
Base Skill: None!
Requires: At least five spells of a particular type described
below.
Special Bonuses: +1 to the strength of spells for which the
mage has a specialization, plus they are cast at half the listed
P.P.E.tm cost rounded down. Never
apply this bonus and cost reduction to magic for which no specialization
is possessed.
Advanced Skill: If the same specialization skill is selected
again (it becomes an advanced specialization), then add another +1 to
the magic strength for the selected spells and cut the P.P.E.tm
cost to cast them to one third. However, eight spells of a particular
category must be known.
Extra time spent studying a particular form of magic has given the mage
a greater understanding of it. Different kinds of spell categories can be
specialized in, but each counts as a separate skill (or two). The Smoker
O.C.C. is effectively a magician who has learned how to cast offensive and
defensive magic with more efficiency and expertise. Think of specialization
as a Sharpshooter skill skill for mages - it provides bonuses and abilities
gained from extensive training in a particular weapon, a specific kind of magic.
One more interesting note is that the bonuses with a specific magic form
go across the board. So if a mage specializes in summoning and
has a +1 bonus to summoning magic, he can apply that bonus to both
summoning spells and summoning circles.
Characters can also select specific magic types as specializations
(such as Necromancy spells or Temporal magic), and this is acceptable
too. It can make characters quite powerful, so you GMs should be
careful. I'd say that in these cases, the specialization skill costs
two other skills and grants a bonus of +2 to save vs the magic and to
magic strength with it (don't halve any magic energy costs). An
advanced specialization skill counts as three other skills, grants a
+1 to save vs the magic and to magic strength with it at levels one,
three, and seven, plus the mage learns to cast such spells with 25%
less P.P.E.tm A character should
be limited to only having one such specialization.
Other specializations below are listed by the general type, followed by
the kinds of spells in the type listed in the parenthesis, plus several
examples of spells that fall into that category. There are always more
possibilities than just these paltry few specializations. GMs should feel
free to come up with a few more that might suit a particular character.
- Barrier (alteration/conjuration/evocation): Armor of Ithan,
Circle of Flame, Energy Field, Id Barrier, Invulnerability, Magic Net,
Protection Circle: Simple and Superior, etc.
- Body Affect (abjuration/vitality): Blind, Fly as an Eagle,
Life Drain, Metamorphosis: Human, Mute, Paralysis: Lesser and Superior,
Sickness, Sleep, Stone to Flesh, Superhuman Strength, etc.
- Combat/Offensive (abjuration/evocation): Call Lightning, Carpet
of Adhesion, Fireball, Fire Bolt, Magic Net, Turn Dead, Wind Rush, etc.
- Curses (abjuration/alteration/enchantment/vitality): Befuddle,
Compulsion, Curse: Phobia, Luck Curse, Minor Curse, Remove Curse,
Sickness, Spoil, etc.
- Enchantment (alteration/enchantment): Amulet, Blind, Charismatic
Aura, Domination, Repel Animals, Second Sight, Water to Wine, etc.
- Energy (abjuration/alteration/evocation): Blinding Flash, Call
Lightning, Energy Bolt, Energy Disruption, Energy Field, Globe of Daylight,
Transferal, etc.
- Healing/Protective (vitality): Breathe without Air, Cure Minor
Disorders, Heal Wounds, Impervious to Poison, Purification, Restoration,
Ressurection, etc.
- Illusionism (illusion): Apparition, Concealment, Invisibility:
Simple and Superior, Multiple Image, Shadow Meld, etc.
- Physical Affect (abjuration/evocation): Escape, Fingers of the
Wind, Fly, Globe of Daylight, Globe of Silence, Levitation, Sanctum,
Telekinesis, Thunderclap, Water to Wine, etc.
- Pyrokinetic (abjuration/evocation): Cloud of Smoke, Fire Bolt,
Fireball, Fuel Flame, Ignite Fire, Impervious to Fire, etc.
- Shamanism (conjuration/divination/summoning): Astral Projection,
Commune with Spirits, Control/Enslave Entity, Exorcism, Familiar Link,
Minor Curse, Oracle, Repel Animals, etc.
- Spatial: Mystic Portal, Speed of the Snail, Time Slip, Time Hole,
Teleport: Lesser and Superior, etc.
- Summoning (conjuration): Animate and Control Dead, Banishment,
Control/ Enslave Entity, Create Mummy, Summon and Control Canines, Summon
and Control Rain, Turn Dead, etc.