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Magic comes from three sources: Personal Energy, Universal Energy, and Dimensional Energy. The three spell sources can be divided into subgroups as given on the following table:
| Personal | Universal | Dimensional |
|---|---|---|
| Extended Senses | Alterations | Conjurations |
| Illusions | Diviniations | Creations |
| Mental Powers | Evocations | Necromantics |
These nine categories contain all types of magics, including raising mystical force fields, dimensional travel, and turning people into frogs. A mage can choose a certain number of spells from these categories depending on is Psyche. For every rank above TY he gets to choose one magical power from the table. A wizard with GD Psyche can only choose from Personal Spells. An EX Psyche allows the use of Personal and Universal, while RM Psyche is needed to cast Dimensional spells.
The only way for a sorcerer to gain more magical powers is to either have his Psyche raised magically or to augment his powers through magical items.
The effects of raising or lowering ability ranks drains the caster and they are only affected for one day at the most, and the mage automatically loses 10 Health when the spell wears off.
Illusions:this is not the same Illusion Generation power in the UPB. The illusions created can be extremely varied and include illusory creatures and things, invisibility and the illusory healing of damage. If the illusion takes effect (i.e. the affected being thinks it is real) the being will be "healed" a number of points equal to the caster's Psyche. The Judge will need to keep track of actual damage done as no Health was really healed.
Mental Powers:this magical power allows the use of any Mental power the Judge will allow such as Telepathy, Telekinesis, Mind Blast and Force Field, but not Image Generation. It can be detected and dispelled as detailed under Evocation.
Divination:this is the ability to uncover information. The sorcerer can detect sources of magic, locate physical objects, or contact other beings and seek advice from them. A Popularity feat must be made to determine the success - White means the being is angered and might send some minions to attack; Green means no information is revealed; Yellow means you receive vague message or vision that must be deciphered; Red means you get exactly the information you wanted.
Evocation:this is the sorcerer's ability to harness magical energy and channel it in certain ways. This power governs the casting of magical bolts, the raising of mystical shields, the power to reflect a spell completely (a Red Psyche feat and prior declaration of the attempt), or the casting of a special spell called Dispel Magic.
Dispel Magic allows a sorcerer to completely neutralize a magical effect. A Psyche feat must be made, but if his Psyche is less than the Psyche of the wizard who cast the spell a Red is needed to dispel it. Equal ranks needs a Yellow and higher than only a Green. If the feat fails nothing happens and you will have another chance to dispel the magic.
Creation: this is simply the creation of things. A mage can create a physical object out of thin air; its dimensions are the size of one area square per rank of Psyche above EX. The object can only be roughly shaped; for fine detail the Universal power of Alteration is needed. Rough shape means only humanoid form or the general outline of an automobile for example.
Necromancy: this is the most dangerous of all magical powers as it involves intrusions into the domain of Death. This is the ability to bring the dead back to life. Only a Red feat will do this, and Death will become aware of your presence whether it succeeds or not. She may ask a service of you in exchange, or shorten your lifespan. The Judge makes all decisions on this matter.
Other forms that are less dangerous are healing of damage (equal to Psyche), the ability to fake death and to steal the soul of another being and place it in a container (called magic jarring). Success is the same as for Dispel Magic, a Psyche feat vs. the intensity of the target's Psyche.
| Specialist | School | Min. Ability Score | Opposition |
|---|---|---|---|
| Abjurer | Abjuration | EX Reason | Alteration & Illusion |
| Conjurer | Conjuration/Summoning | EX Endurance | Divination & Invocation |
| Diviner | Divination | EX Reason | Conjuration/Summoning |
| Enchanter | Enchant/Charm | EX Psyche | Invocation/Evocation & Necromancy |
| Illusionist | Illusion | EX Agility | Necromancy/Invocation/Evocation/Abjuration |
| Invoker | Invocation/Evocation | EX Endurance | Enchant/Charm/Conjuration/Summoning |
| Necromancer | Necromancy | EX Reason | Illusion & Enchantment/Charm |
| Transmuter | Alteration | EX Agility | Abjuration & Necromancy |