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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:

Options Include:

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:

  1. 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. 

  2. 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.

  3. No effect of Master of Magic may use more than 6 stones, including bonuses or modifiers, unless otherwise specified.

  4. You must spend 1 Panel in preparation for any effect.

By purchasing this action you may also purchase:

*This action has been modified from its original form by established house rules.

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