Magic
The starting point for any character who wants to be a mystical guru is the action Master of Magic*. This is a suite of actions in itself, but is also the prerequisite for some other really cool actions listed further down. The Cost Level for Master of Magic is AN + Options. It includes all of the following:
Manipulation of Magic. Any cool little trick you have seen in the comic books.
Options Include:
Magical Barrier (+1 CL). Can be any type of barrier. As Force Field, but without doubling the stones.
Magic Blast (+1 CL). As Force Blast but with raw magical energy. You may use a raw natural element for +2, instead.
Illusion/Prestidigitation. Stones vs. Intelligence (area effect). Not limited by Restriction 1 below.
Astral Travel (+1 CL): As the Action.
Flight (+2 CL): As the Action.
Phase Shift (+2 CL): As the Action.
Teleportation (+2 CL): As the Action.
Invisibility (+2 CL): As the Action
Scrying (+1 CL): Find direction or exact location of specific people/objects, or simply spy on them
Sleep (+2 CL): Stones vs. Intelligence + Mental Defense. May not be used in combat. Duration: 5 minutes/stone of "damage."
Stun (+1 CL): Stones vs. Durability. May be used in combat. Duration: 1 Panel/stone of "damage."
Curse (+2 CL): Afflict target with Bad Luck for 1 Panel. "Modifier Number" is equal to stones spent.
Luck (+2 CL): Grant target Good Luck for 1 Panel. "Modifier Number" is equal to stones spent.
Turn Others Into Beasts (+3 CL): Stones vs. Durability + Intelligence; Duration = 5 minutes/stone of damage.
Fear (+2 to Cost Level): As the Fear Action.
Herbalism (+1 to Cost Level): By evoking magical properties of herbs, grant target Fast Healing Modifier for 1 day/stone spent.
Potions (+1 CL): Love, sleep, control and more. Stones vs. appropriate Ability.
Familiar (+1 CL): You have a psychic link with a small animal that you can communicate with telepathically over any distance, use familiar’s senses.
Commune With Nature (+1 CL): Can communicate with the forces of nature, be they beasts, birds or even some wise trees (effect similar to Social Skills). This can include spirits and minor powers, like Summoning, but is more like "requesting their presence" than "Summoning."
Weakness (+1 CL): A curse which can cause the victim to suffer from inexplicable loss of energy. Requires 1 Panel to prepare for each stone of effect. Stones of effects vs. Durability. The victim loses the use of one red stone of energy for every stone of damage. (e.g., 5 stones vs. 3 Durability makes 2 red stones sick and weakened, and will not regenerate until the victim recovers.) Range: 2, Duration = stones affected on Duration Row of the D&R Chart.
Accumulate Energy (+2 CL): Add energy to a proposed effect each Panel (storing the stones in your Mastery Action Box), then unleash it all at once. For each additional multiple of AN (round up) you will be stunned for 1 Panel.
Rituals (+1 CL): For every hour of preparation, you get 1 free stone to use in any Mastery of Magic Action, up to 2x Action Number. (Not limited by Restriction #1.)
Necromancy: May purchase any Mastery of Death Options (but not Mastery of Elements Options) for Mastery of Magic.
Love Charm (+1 CL): Stones of effect vs. Intelligence for success. Stones of "damage" determine initial duration (on the D&R Chart). Stones may be added subsequently for additional duration.
Transform Others at Range (+3 CL): Into just about anything you want. Stones of effect vs. Durability. Duration = stones of "damage" on D&R Chart.
Transform Self (+2 CL): May assume the form of any existing creature or object. Intelligence, Mental Defense, Magical Defense do not change. Difficulty/Resistance = Durability or Hardness of creature you are changing into. Duration is at will.
Endowment (+3 CL): The granting of extreme Abilities, Actions or Modifiers to others to a maximum of Action Number. Spell is temporary or permanent at GM discretion. It can be broken or not, usually a function of story line.
The following are not included in Master of Magic, but may be bought at a discount of -1 to the cost level if they are magical in nature: Clairvoyance, Magical Healing, Telepathy, Energy Absorption, Hex-Spheres, Magical Defense, Telekinesis, Shape Shifting, Metamorphosis, Transform Self, Transform Self by Touch, and Transform Others.
Unless otherwise stated the following restrictions apply to every action done with Mastery of Magic, Sorcery, Summoning, and Witchcraft:
For Duration of effects, except where specified, add stones according to the Duration row of the D&R Chart. These stones do not count toward the effect.
For range or area of effects, except were specified, add stones according to the Range or Area row of the D&R chart. These stones do not count toward the effect.
No effect of Master of Magic may use more than 6 stones, including bonuses or modifiers, unless otherwise specified.
You must spend 1 Panel in preparation for any effect.
By purchasing this action you may also purchase:
Sorcery (CL = AN+2)
Summoning (CL = AN+2)
Voodoo (CL = AN+2)
Witchcraft (CL = AN+2)
Magical Travel (CL = AN+2)
*This action has been modified from its original form by established house rules.