Magic

To help in the creation of a mage, the Magician's Code can be used as part of the background. New sorcerors usually follow the same Magical Initiation into the mystic arts. ADDED 11/5/03

Here is a problem that any magic user should have to deal with at some point - Magical Destabilization. This is what happens when magical energy goes out of control.


Another unknown that mages should have to deal with is Residual Magic Energy.
The Cloak of Nightmares makes an interesting magic item for players or NPC's.
Here are terms that every mage should be familiar with, the Magician's Slang.
Spear of Destiny ADDED 10/1/03

Check out the Scrying Mirror of Friar Roger Bacon. ADDED 9/22/03

Another quick magic item, since it's a short writeup.

The MASK

Body: MN (75)
Reason: FB (2)
Psyche: AM (50)

Powers: Magical Power Simulation AM (50)

The Mask is a magical object that grants the wearer any power he can imagine. Prolonged use of the mask makes the wearer start to become psychologically unstable. The mask itself is sentient and wants to carry out the hidden fantasies of its wielder. It will also use its own power to protect itself from being destroyed, or to stay around its current proprietor if they try to get rid of him.

So far it has been used to simulate Superspeed, Emotion Control, Body Armor, Dimensional Travel (for conjuring) and for a limited form of Shape-shifting.


To throw a taste of magic into your campaign, or for a full-fledged mystical campaign, here are some Occult Odds & Ends that the judge can take and build into an entire adventure.
Now for some Alternate Rules on magic use, based on AD&D.

Also based on AD&D is rules for Wizard Spell Levels. ADDED 10/3/03

Also AD&D Spells converted to MSH. ADDED 10/6/03


From the DC Universe and the pages of World's Finest, drop this interesting magic item into your campaign. The Statue of Ar-Phazel
Some characters are able to read the aura of others through psionic or magical means. Here is a list of colors the character could see and what that means in regards to the subject.

Color - General Meaning
Red - Anger, passion, strength
Orange - Fear, confusion
Yellow - Intelligence, unselfishness, health
Green - Deceit, jealousy, obsession
Blue - Serenity, devotion, wisdom
Indigo - Introverted, soothing, artistic
Violet - Intuitive, magical, innovative
Gold - Spiritualness
Silver - Sorrow
Black - Negativity, hatefulness, wickedness
Gray - Depression, pessimism, despondency
White - Innocence, purity, goodness


For the more serious approach to magic using, here are new schools and colleges of magic, complete with backgrounds and spells. These optional rules for Magic use were taken from Bob Greenwade's Original Hero Stuff page for the Champions RPG, or from Highland Games.

College of Air Magic
College of Animal Magic
College of Animation
College of Arch Magery
College of Celestial Magic
College of Conjuration Magic
Church of Death
College of Demonology
College of Dimensional Magic
College of Earth Magic
College of Electromancers
College of Fire Wizards
Followers of the Flame
College of Gates and Planes
College of Ice Wizards
College of Illusionists
College of Mentalism
College of Necromancy
College of Plant and Wood
College of Sonimasters
Temple of Doom
College of Transportation Magic
College of Water Magic
College of Wisdom Magic


Back to Campaign page