Hand to Hand: Art of the Crystal Mind
by Patrick Young

Similar to the basic hand to hand combat taught by many, this art also has more metaphysical training, teaching its students to be better mages as well as passable fighters. Its teachings are that energy is a malleable force, be it the energy of an opponent's attack or the energy of a spell. Developed in Dweomer by a battle mage, it was later spread to Tolkeen, Lazlo, the rest of the Federation of Magic, and New Lazlo. Its teachings are simple, but very effective, teaching the average mage both basic self defense and better control over his magic. 

Entrance Requirements: Must be a magic using character class
Skill Cost: 4 years (to gain this art, one must be able to gain Martial Arts, and it costs the same as that art, replacing it as a choice for most O.C.C.s.)
Costume: None
Stance: Varies. Practitioners are taught several different stances. 

CHARACTER BONUSES
Add +2 to M.E.
Add +1 to P.E.
Add +5 to S.D.C. 

COMBAT SKILLS
Attacks per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Disarm
Basic Defense Moves: Dodge, Parry
Advanced Defenses: Automatic Parry
Hand Attacks: Punch (1d4) 
Basic Foot Attacks: Kick Attack (2d4) 
Jumping Foot Attacks: Jump Kick (at later levels)
Special Attacks: Death Blow (at later levels), Body Block/Tackle, Body Flip/Throw, disarm, 
Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind
Multiple Attackers: 2
Preferred Range: Standard and Grappling

SKILLS INCLUDED IN TRAINING
Lore: Pick any 2 

LEVEL ADVANCEMENT BONUSES
Level 1: +1 Spell Attack, +1 Break Fall, +1 Roll with Punch/fall/impact, +2body flip/throw, +2 pull punch, +2 Horror Factor, +1 Save vs. Magic, +1 save vs. psionics
Level 2: +1 initiative when casting a spell, +2 parry and dodge, +5 P.P.E, +1save vs. Mind Control
Level 3: Automatic Body Flip/Throw, +1 Spell Attack, and +1 Disarm
Level 4: +1 attack per melee round, +1 body flip/throw, +1 Horror Factor
Level 5: Critical Body Flip/Throw on Natural 18-20 (double damage), +1 Horror Factor
Level 6: +1 Parry/dodge and +1 to Body Flip/Throw, +1 save vs. magic
Level 7: Automatic Dodge, +2 pull punch, +1 Spell Attack, +5 P.P.E, +1 save vs. mind control
Level 8: +1 attack per melee round, +3 save vs. Magic
Level 9: +1 Initiative and +1 strike, parry, and dodge, +1 Spell Attack
Level 10: Multiply Existing P.P.E by 1.5 and +1 disarm
Level 11: +1 Parry, +2 Dodge, +1 Body Flip/Throw
Level 12: +1 Attack per melee round
Level 13: +1 Initiative when casting a spell and +2 Body Block/Tackle, +10PPE
Level 14: Critical Strike on a Natural 18-20, +1 Spell Attack
Level 15: +1 Attack per melee attack

Why study Art of the Crystal Mind? 

If you are a magic user, the good effects are without parallel. If you are not however, the art is all but useless. It teaches good defense, passable offensive maneuvers, and good metaphysical training making it an art unparalleled by any for a mage.

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