MAGIC OF DOMINI 3037:
This is a sample list of magic found in Domini 3037. Everyone wishing to draw up a full Dominian character are asked to chose from this list. Outside magic powers will be approved or accepted at the room owner's discretion.
Level one: You can move an object no greater then 5 pounds up to 10 feet. Objects that are held by other people are yet beyound the power of your magic. You can not with telekinesis, level 1, jerk a weapon out of someone's hand, thus disarming them.
Level 2: You can move an object up to 5 pounds up to a distance of 30 feet. You can also now move 1 pound or less objects up to 100 feet. You still can not force objects out of anouther's posession.
Level 3: You can now move an object of up to 10 pounds to a distance of 100 feet. Smaller objects can be moved substantially longer distances. You can not remove objects from other's hands, but you can not effect these objects in small ways. By focuing your magic (spend 10 extra magic points) you can cause someone's gun to to not fire or deactivate someone's leyser sword. This effect will only last one round of combat. Energy shields can not be deactivated in this way however.
Level 4: You can now move objects up to 50 pounds to a distance of 100 yards or meters. A small object, 1 pound or less, can be moved over miles of distance. You can manipulate other's objects with greater ease. By spending 10 extra magic points, you can slow anouther's movements. Decreasing their reflexes by one quarter.
Level 5: You can now move an object up to 100 pounds up to 1 mile. Small objects are toys of yours that move over the land from over almost any distance, short of physical barriers and energy shielding. By spending 20 extra magic points, you may cause an opponent to freeze in place for one round of combat, giving you a definate advantage or the chance to excape.
Level one: You can manipulate energy the intensity of a light bulb. You can cause it to move in different patterns or deflect in odd ways. Laser weapons and barrier shields are not near effected by this level of power.
Level 2: You can manipulate energy up to the intensity of a stove top burner. One hit from a laser weapon will not kill you, but it will maim and cripple. You still can not effect barrier shields.
Level 3: You can manipulate energy up to the intensity of light socket. You can limp away from a shot from a laswer weapon, though you may be missing a body part. You still have yet to gain any control over barrier shielding.
Level 4: You can manipulate energy up to the intensity of a power line. Laser weapons will only cause 40% of their maximum damage. This will scar you and can kill you with three shots. By spending 20 extra magic points, you can manipulate barrier shield belts for one action. After that action, the shield will return to its normal configuration.
Level 5: You can manipulate energy up to the intensity of a power transformer. You gain the same protection from laser weapons as shield belts, taking only 10% damage. By spending 25 extra magic points, you can make someone freeze for one round, by more or less solidfying the energy flow of their sheild belt. If they are not wearing a sheild belt, then this does not apply. You can not further manipulate their shield while they are thus froze, but you can make a fast escape in a pinch.
Terrain manipulation is a new age word that means earth magic. This path of magic has been expanded and perfected by the Dwarves. Earth magic can have both beneficial effects as well as extremely deleterious consequences.
Level one: You can manipulate earth, stone, or metal up to a weight of 1 pound, or an area of 1 square foot. You can not manipulate objects within someone's personal possesion and you can not manipulate any technological items. This power is over the raw materials only.
Level two: You can manipulate earth, stone, or metal up to a weight of 10 pounds. You can fashion this into low tech objects, such as simple guns, cloths, or whatever else you can dream up. You can not manipulate the objects of anouther yet and you can not effect high technology.
Level three: You can manipulate earth stone or metal up to 30 pounds in weight. You can began to form simple high tech objects. You still can not effect high tech objects within someone else's posession, but you can manipulate low tech objects. By spending 10 extra magic points, you can warp the shape of one of these objects, even in the possesion of anouther. This warping may effect the functioning of the object.
Level four: You can effect earth, stone or metals up to a weight of 50 pounds. You can make more sofisticated objects of high technology. You still can not effect exisiting high technology within the direct possesion of anouther however.
Level five: You can effect earth, stone or metals up to a weight of 100 pounds. You can make, with powers over these materials, objects of advanced technology, even by 3037 standards. You can effect objects within the possesion of anouther, but only at a cost and limited effect. By spending 20 extra magic points, you can slightly warp a piece of high technology in someone else's possesion. This will cause weapons to loose their function. Shield belts will "power" down for one action. You can not effect the large city barrier sheild generators at any level.
Level 1: You can make very minor changes to your body. Changing hair color, skin color or eye color. You can not change your muscle or bone structure yet. These superficial changes do little more then cosmetics.
Level 2: You can make minor changes of a greater degree to your body. You can look like a relative of your own family, rather then yourself. You can manipulate your skeletal and mucle systems, but only to a minor degree.
Level 3: You can make moderate changes to your body. You can look like someone completely different, of the same race. Mutants can conceal their physical mutations for one hour, appearing usually as human. By manipulating your nervous system, you can speed up your reflexes by a factor of 1.5 or go into a dormant state, breathing only once every hour.
Level 4: You can alter your form in major ways. You can appear as any of the races you choose. Mutants can "ditch" all signs of physical mutations for 5 hours. Choose one animal form. You can now assume that form as well as the humanoid forms.
Level 5: You are now a master of Body Alteration! Animal forms? What a breeze! Mutants can appear as completely normal creatures with no physical mutations for 1 full day. By spending 25 extra magic points, you can change your body in ways people only read about in comic books. Liquid human, not a problem. Kevlar skin? Come on...give me something difficult! Note: At this level, it is possible to pretty much counter act the effects of most personal werapons. A body with a kelvar of steel surface is proof against low tech bullets and will lower the damage from, say a granade. A body with a mirror like surface will reflect lasers, even lower the damage from a small particle cannon. Pick one. You CAN NOT HAVE both effects at the same time. Even with this one restriction, it remains a very powerful spell.
Level 1: You can heal "boo-boos". Nicks and scratches. This healing magic is minor and can only be applied to our own self.
Level 2: You can heal minor damage. Cuts, broken bones, that sort of stuff. Internal hemoraging, damaged organs and the like are beyound your abilities. By spending 10 extra magic points, you can extend the effects to one other person.
Level 3: You can heal moderate damage. Punctured lungs, minor concusions, not a problem. You can be back on your feet within the hour. By spending 15 extra magic points, you can heal one other person with the same level of damage.
Level 4: You can heal major damage. Liver is hemmoraging? No problem, you can take care of that in a snap. For 20 extra magic points, you can play doctor to anouther.
Level 5: You are a full Magical M.D. Bastard shot off both your legs with a blaster rifle? Idiot should have killed you, because in two days, they will have fully grown back. 25 extra magic points, and you can use these effects on anouther. Needless to say, you probably want to charge heavily for your medical skills.
Level 1: You can talk with telepathy to any person you know. This knowledge means that you have met that person at least once. This power can only be used for communication. Words and sentances. You can not send mental images, nor can you manipulate their mind.
Level 2: This level of mind magic allows you access to one targets senses. You can create for them, the equivalnce of an illusion. This power does not, nor can not induce pain in the victim. The target must also be within direct line of sight from you. They will think they see, smell and hear one illusion. You can not create an illusion of something you do not directly have knowledge of. In other words, you can not create the illusion of their father, unless you personally knew their father. Attempts to know all about anouther characters life without that players permission can get you banned.
Level 3: This level of mind magic allows you to temporarily control anouther to a limited degree. You can issue a short command to the person. This command must be one simple sentence, no run ons. Examples are, "Go back home!", "Give me a ride.", or "Buy me lunch!" Note: The victim WILL not do anything that will endanger themselves. Their subconcious is stronger then your control. You can not order someone to lower a weapon while you are fighting them.
Level 4: You may cause someone to "forget" one simple memory. This memory is limited to 5 minutes in length. Examples are stealing someone's IMC (imperial monetary card), then having them forget you just stole it. You can not have someone forget something that didn't happen. You can not go to a resturant, in other words, and have the waiter forget that you did not pay.
Level 5: You can cause someone temporary insanity. The effects of this insanity are limited to only one day. For that day, that character gains one derrangement, choosen by a storyteller if one is available. If no storytellers are available, then the two of you must decide on an appropriate derrangment. Examples of true derrangements include, Paranoid schizophernia, Somataform disorder, Feugue, Manic Depression, and multiple personalities. None of these are anything near pleasant, and there are derrangments of lessening degrees. No mental illness is anything nice at all.
Level 1: You can move instantly from one place to anouther, provided that place is within line of sight. You also can not "walk" past a barrier shield. Those must be entered through the normal means. Every city has access points, usually gaurded, as all visitors are checked for radiation contamination. You can not move through time at all...yet.
Level 2: You can move instantly over any distance on the planets surface. You can not teleport inside of barrier shields, nor can you "beam" yourself up to a ship or to Second Moon.
Level 3: You can walk instantly to any place you have been too in the past. Barrier shields no longer stop your progress. By spending 10 extra magic points, you can walk strait onto the Second Moon base, provided the moon is visible in the sky at that time.
Level 4: You can walk any when within your own life. Yes, this is a version of time travel. Any attempts at assasination during time travel will result in your character being distroyed by paradox. Perhaps you will stumble apon some lost technology or important information. Using this power, you should consult with one of the storytellers so they can "create the past" for you.
Level 5: You can walk instantly to any when you have studied. Read up on the twentieth century? Then you can travel to it! You may require some storyteller interaction for this. This power can also be used if you want your character to interact in other roleplaying rooms of different times. ROOM CONTROLLERS NOTE: Though this power is allowed, I take no responsiblity for your character in any other realm. You are subject to their rules, stipulations and so forth. They have the right to decide even if they will allow you to play there at all. Use this power at your own discretion. People that cause problems in other rooms may find themselves banned.