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         "I am the new way to go,
          I am the way of the future”
--- My life with the thrill kill Cult, After the Flesh
HI-TECH

As you may know, anime is not all flashes and ki-ai's. In fact, anime is pretty much overcrowded with hi-tech, gimmicks and gadgets. Plus, anime and videogames are full with hi-tech heroes (Rent-A-Hero, Moldiver).

Many a guy would rather rely on their brains and skill with weapons and gimmicks than their POOR physical prowess, others just like machines and heavy weaponry over bare-hand combat or hocus pocus. Hi-tech design can be tricky at game levels for there are no real limits on what characters can do other that their creativity, skill, and budget. Hight-tech creation requires the character to posses the Engineering skill and the Mechanical Genius advantage (read Anime Thrash), plus, advanced notions (level 3 or more) of skills related to the future creation (Firearms for guns, artillery or energy weapons, Drive or Piloting for jet-pack and vehicles, *for Power Armor, see the Skill Buil/Repair* etc). The character also needs the Resources background at an apropiate level, I mean, it would be kind of a hard time for someone who can hardly afford a living to biuld a giant robot (still, this is not always the case, not all rocket-science geniuses are of high-society). The character needs also invest Character Points (or XP if already started the game) in the creation and periodical engineering rolls. The results of each rolls are jotted down and kept (and each point is converted to a BP), in order to complete the task the character needs to cover as many points as the task demands. For XP costs, Hi-tech devices are considered advantages.
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Hi-Tech Design

In order to design hi-tech, the character first designs the device in whatever fashion he desires, still, he must be positively explicit in what does the device do, and definitely CAN and CANNOT do. Then the GM assigns a difficulty category, engineering roll points needed and possible modifications (limits) that should be applied (and of course, if the device is at all possible *or permissible for that matter*). Sure, there is the 100% possibility that the troupe's muchkin will then arrive and introduce to you his kickass-doomsday-device-that-will-obliterate-into-oblivion-everything-in-his-character's-way- and-blow-the-other-player-characters-away, but then again, the GM has complete control over what will and will not be allowed in his game *NO! I don't fu***ng care if you have been saving ALL of your 790XP from since our first game started one year ago, NO EVA UNITS ALLOWED! *. A simple criteria for what can and cannot is simple: if the device in question is completely out of the scope or purpose of your campaign setting, then it's right out; I mean, I'm pretty sure you don't want giant armored mecha in your SNK-esque martial arts setting or time machines with the only purpose of killing the muchkin's enemies (starting with the other players characters) while they where children (ok, World Heores is another story but that´s not my point.

Difficulty                                                                  Needed BP       Time between rolls            C.P cost

*Simple (hotshotting, simple gimmick)                                               15-20                          1 hour                           1-2 points
*Slightly Moderated (neat gimmick, simple enhancement)
         18-25                          3 hours                         2-6 points
*Moderated (neat enhanements, existing mundane technollogy  20-40                          4 hours                         3-8 points
*Difficult (existing top-of-the-line technollogy)                                   25-30                          6 hours                         3-12 points
*Maneuver equivalent                                                          7 / CP of the maneuver               3 hours                       as maneuver
*Very dificult (minor robotics)                                                                35-40                           1 day                            4-15 points
*Marvelous (major robotics, time machines, spacecraft, bio-tec, etc)
  40+                      1 week                         20-100+

Hotshotting

Modifying an already existing device. Sabotage requires an additional 3d6 engineering points, but rolls can be made one right after another. Enhancing and/or modifying advanced creations like bionics, power armor, or hi-tech of similar levels doesn't count as hotshotting, but stands as a roll of the same category of the device (Marvelous for power armor and so), add from 5-10 points to the engineering points it would take to create the device AND the GM has the last word on what modifications can and cannot be done.

Gimmick

Simple device (radiation detectors, derringers, concealed weapons/gadgets, lesser weapons)

Enhancements

Gimmicks made to augment the user carried by him, Armor, micronized sensors, etc.

Mundane Technollogy

All kinds of non-military armor, radars, non-military vehicles, telecommunications and computing, conventional weapons, etc.

Top-of-the-line-technollogy

Military technollogy, lasers and heavy weaponry, basic Artificial Intelligence.

Robotics

Power armor, bionics, Armored Mecha, micro-missiles, highly advanced or alien weapons and technollogy and robots. For Mecha and Power Armor, read Mecha Thrash for suggestions on
CP costs

Maneuver equivalent


Use the character's intelligence attribute as the attribute requeriment for the maneuver (if any)

***For repairing devices check its category (difficult, moderate, etc), and the engineering points it takes to repair it is half the cost of building it. The time between rolls is the same for that category but the XP cost is only 1 per each 5 XP of the cost of the device (plus, if the inventor is repairing a device NOT of his *ie a fellow inventor's or other stranger from whom he will get no direct gain the inventor recieves that XP rather than paying for it (however, the inventor can charge a monetary fee and still recieve this bonus ^_^).

***For destroying devices check the Art of breaking maneuver: most devices are considered "metal" for difficulty purposes except for armor and robotics which are considered "hardened metal". Power armor, robots, and mecha, are not blasted right away, but instead suffer 6d6+base damage per each succesful Tamashiwara blow or 2d6 if the roll was under 30. Regular maneuvers won't destroy devices, but massive damage can sometimes cause them to break down.

In the first roll the character rolls intelligence+engineering, from that point on, subsequent rolls are made with the enginnering skill level solely. Gadgets that emulate maneuvers and weapons created this way uses the character's intelligence attribute for determining base Damage (ie, a finger blaster created this way by a character with intelligence 9 would do a damage of 5 plus 1d10 *a chi blast's damage*).

Why Bother?

You may say: “¿Why Hi-tech?”. You may say: “Things take too long to create, require other skills, and if destroyed, I would have to go all the way again (like paying twice for the same maneuver). First, Hi-tech allows for the creation of just EVERYTHING, the sky is the limit. Second, one can desing gimmicks that mime powers from nearly all of the weird powers without having to pay for the advantage: clever players will find a technollogical equivalent for almost any maneuver or power.

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B-ko's Basement

Here a some quick examples of what characters can do with time, ambition.... and money!. Some of these may also be aviable to techie-freaks with rich sponsors and Hi-tech villains. Most of these gear is quite apropiate also for cyberpunk/sci-fi/fantastic genre campaing settings BTW.

NOTES

Unless otherwise stated, all energy storage batteries have an energy capacity of 10 energy. Electric/electronis devices that doesn't include "Energy consumption" in the description are powered by normal batteries and/or their energy consumption is insignificant. Hi-Tech characters start with 1d6 E-Cells, 1d4 E-Clips, and 1 DE-Clip (in addition to those included in the devices they may acquire at character creation).

***E-Cell: Small energy cell for relatively small devices.
***E-Clip: The size of a small gun's, normally used in weapons and some medium devices.
***DE-Clip: The size of a machinegun's, used in heavy weapons and heavy duty devices.

Gimmicks

Force Field generator

A pocket-size device (usually placed in the belt) which generates a form-fitting force-field for the user that adds a bonus to soak rolls equivalent to the inventor's Intelligence+Focus. Equivalent to the Chi-Gong maneuver
Difficulty: Maneuver equivalent
BP: 35
Character Points: 5
Energy consumption: 1 energy per 2 turns
Feed: E-Cell

Hyperion Engine

A micronized reactor in six pocket-size modules fit in an utility belt. When adapted to a device it provides it with an effective energy capacity of the inventor's (Intx2)+Focus. When the device it is attached to is active, it regenerates 1 energy/turn and, if switched to "sleep mode", the Hyperion engine starts regenerating energy at a rate of 1d6/turn (the sleep mode requires the device to be inactive for a minimum of 4 turns before start recharging). A single Hyperion Engine can fuel up to four devices simultaneously. A variation of this is used for Power Armor.
Difficulty: Marvelous
BP:50
Character Points: 10

Enhancements

Ankle Enhancers

A pair of magnetic bands that enhance the kinetic strenght of kicks. Add the inventor´s base Int Damage to all kicking maneuvers. Cannot be combined with the Nigao Legs. Equivalent to the Kinetic Strike.
Difficulty: Maneuver Equivalent
BP: 28
Character Points: 4
Energy Consumption: 1 energy per turn
Feed: E-Cell

Eagle-eyes

A special set of glasses, slightly more inconspicuous than regular ones (still, players can design theirs as flashy, stylish, or discrete as their personal tastes). The glasses come equiped with Infrared and thermal vision, magnification lens, light filter that nulifies glare, and targeting sight (+1 to strike with ranged attacks per each 10 AP's spent).
Difficulty: Moderated
BP: 28
Character Points: 5

Ear enhancer

A micronized device plugged into the ear. By tunning the frequency (seems like cleaning oneself's earwax) the user can catch ultrasonic frequencies or enhance his sense of hearing to inhuman levels. Just a warning to those users who always have the enhancer on: being shouted at right in the ear can be aaaa.... rather displeasant experience (deafness, 1d4 turns).
Difficulty: Slighltly Moderated
BP: 20
Character Points: 2

Iron Fist

For those looking for a strong hand, this little gadget packs quite a punch. This iron gauntlet augments kinetic energy for some REALLY nasty punches. Add the inventor's base Int damage to all punching maneuvers and to the accuracy roll of Tamashiwara punches. Equivalent to the Kinetic Strike maneuver.
Difficulty: Maneuver Equivalent
BP: 28
Character Points: 4
Energy Consumption: 1 energy per turn
Feed: E-Cell

Nigao Legs

Not suitable if heart disease. A neat set of magnetic boots attuned to earth's magnetic field. When turned on, the user's running speed and jumping distance are multiplied times ten (as per Karumi-Jutsu). Also, by increasing the gravity pull, the character can glue himself to the ground becoming inmune to kockdown (as per Zan-He) and increase the strenght of some attacks (add the inventor's Int damage to diving attacks and the Axe Kick maneuver, but also add a penalty of -2 to accuracy). Cannot be combined with the Ankle enhancers.
Difficulty: Maneuver Equivalent
BP: 56
Character Points:12
Energy Consumption: 3 per 2 turns
Feed: DE-Clip

Weapons

Bigger than the Beatles

No, this is not Lobo's gun, just named after it. A rather flashy 60cms automatic weapon with enough firepower to take down armored oponents. Quite big in size but somewhat lighteight, extremely well balanced, and ALWAYS styilish. Still, due to its size it just cannot be concealed. Uses rilfe ammo, but MUST be modified in order to be used. Mecha hit by this gun don't enjoy their usual soak benefits and are treated as human targets.
Difficulty: Difficult
BP: 25
Character Points: 5
Accuracy: +2 (made to fit....the owner, any other than the owner won't enjoy the bonus)
AP: 5 for a short burst, 9 for a medium burst and 20 for a full burst.
Damage: 1d6 short burst, 3d6 medium burst, 6d6+2 full magazine
Range: 900m
Move: none
Payload: 10 short bursts (a meduim burst is equivalent to 3 short burst)
Feed: Ammo clip

Blaster Gauntlet

A all-purpose reliable weapon. This rather FLASHY gauntlet (quite difficult to conceal) that covers the whole forearm is the direct equivalent of the Chi-Blast Maneuver and can include (almost) all it's flavors and modifiers. Cannot chose the Power-Boosting modifier, but for 3 additional XP and 9 extra engineering roll points can augment it with a variation in which they can increase the damage of a shot by a factor of one at the cost of 2 energy (ie 3 energy for damagex2, 5 energy for damagex3 and so on).
Difficulty: Maneuver Equivalent
BP: special
Character Points: special
Energy Consumption: 1 per shot
Feed: E-Cell

Micro-Missile set

A complete gear consisting of 2 large shoulder plate each housing 6 micro-missiles. The belt is also adapted with two smaller missile housings on the sides each containing 1 micro-missile per housing so are the boots (two micro-missiles each boot). Upon a single command, all missiles are released and hell BREAKS LOOSE!. The missiles are smart bombs and in case of failing will give chase until destroyed, fooled somehow, or success. Successful impact delivers damage to all targets in a 2 hex radius. Obviously, can only be used once per combat and must return home (or HQ) for reload. A nice (but rude) example are Project Ako's (in)famous Akagiyama missiles.
Difficulty: Maneuver Equivalent
BP: 35
Character Points: 7
Accuracy: +4 (guided)
AP: ALL
Damage: 1d10+15
Range:1.2km
Move: none

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Powersuits

In fightin games, powersuit using characters is surely increasing. Basically, a powersuit is a souped up armor suit enhanced with weapons, life support systems, sensors, and other gizmos (do not confuse the term with Power Armor, which will be mentioned later). In fact, many of the aforementioned hi-tech can be integrated into powersuits. In order to "glue" devices into armor, first the character needs to build it (use rules for "Hi-Tech armor" found in the Thrash Sourcebook, each Character Point is equivalent to 1 BP), next, he/she builds whatever gizmos and weapons needed, and for the grand finale, round it out with one extra character point per each additional device (as per combo meneuvers). Of course a way easier (and cheaper) alternative is spandex and devices (plus, female characters may combine it with Power of Scanty Clothes...oh! The protagonists of BurnUp W look sooooo god ^_~). For “summoning” powersuits a-la Captain Commando or Burn Up W check the “Costume” anime shlock found in the thrash sourcebook.

Limits on souping-up

Against what one may think, one cannot just carry all the gear in the book on shoulders. There is a limit to the gear one may carry at the same time.

   Head: Only one type of helmet at a time.
   Visuals: One visor or two monocular pieces.
   Chest/Torso: GM's discretion. Never more than 3 devices.
   Arms:Two per arm.
   Belt: Two devices at most.
   Legs: 3 in each leg (and properly distributed, not the three piled up in the same place).

When joining two or more devices in a single place (say, a Blaster gauntlet and Iron fist into the same gauntlet), the player pays 1 Character Point per each additional device starting with the second.

*** Example: Tepei is putting togheter the pieces for his “Crusher Fist” that includes a blaster Gauntlet and an iron fist. He pays 4 point for the iron fist, 6 for the blaster gauntlet, plus 1 point for putting them togheter for a total of 11 character points. ***

Also, when two devices share the same space there is one additional complication: energy comsumption. The two devices also share the same energy source. When two devices that feed from different types of battery share space, both conform to the biggest energy source. 1 energy point of an e-cell is worth 0.8 of an e-clip and 0.5 of a DE-clip, 1 energy point of an e-clip is worth 0.8 points of a DE-clip.

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Power Armor

Power Armor, despite the name, is not armor at all (not normal armor at least). It´s more of a human-sized robot with its own physical attibutes and special abilities piloted by a human. The robot´s controls are highly responsive moving with an almost symbiotic link, effectively augmenting the pilot with superior strenght, speed, and agility, the armor responding to the pilot´s slightest move and though. Outside Mecha Thrash's campaigns, a power armor counts as a 6 points advantage and requires the user of possesing the Build/Repair: Power Armor skill at level 4 or higher,  and pilot. A nice level of resources is also desirable, but not mandatory. For Power Armor construction, read Mecha Thrash.
SUPERHUMANS

Superheroes are not nearly as popular in anime and videogames as in american comics, still, they exist and MANY a videogame/anime superhero is QUITE popular (Gowcaizer, Maris the Supergal, Sailor Moon). In fact, one could say that anime martial arts is Japan's superhero genre (even the worst case of hard-core anime otaku can't deny that Son Goku is Japan's answer *ripoff* to Superman). However, so-called superheroes with superpowers are rare as an honest man in the congress.

Guess I need not to tell you what superhumans are: for aparently illogical reasons (if any), this dudes are born/develop/imbued with “strange abilities greater than mortal men” (ok, ok, sorry, couldn't resist saying that, so sue me Kev =P ). Because of their paranatural abilities, superhumans are often seen as superior beings or demigods with powers beyond the regular man's understanding. On the other side, man has only two possible reactions towards things they cannot understand nor dominate: either they worship it, or destroy it... and God knows that man only worships that he cannot destroy or dominate. Because of that, superhumans are often mistrusted, feared and, when feasible, hunted down.

Being a superhuman counts as a 6 points advantage and has a prerequisite of having a Charisma attribute no lower than 7 (this reflects the direct effect of superpowers in a character's confidence and attitude). This allows a character to acquire superpowers. Superpowers are payed for as disciplines (2 points per level) besides the initial acquisition cost, but, as one may think, can only be acquired at character creation (either one is born with superpowers or is not) however, superhumans can raise the level of their powers with XP normally. Besides, each power selection requires the superhuman to select also a number of points of flaws that DON'T give any additional character points (this for the sole purpose of game balance, so players may not feel encouraged to spend all of their Character Points in powers for they would also be knee-deep in weaknesses that many a guy could use). The Superhuman advantage also allows for the acquisition of focus maneuvers. Focus maneuvers acquired as superpowers have a special discount of -1 CP cost.

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Superheroes and transformations

In fact, many a superhero uses so-called “Transformations” in order to use their superabilities (Captain Marvel, Ultraman, etc.). While this may have the disadvantage that one may not have access to their superpowers at every moment (unless invoqued as easily as SHA-ZOOM!), this also provides the advantage of keeping the superhuman's identity as a superhero secret, and allows him/her to lead a normal life while not fighting crime / the forces of evil / whatever. The most direct japanese aproximation to the superhero genre would be the magical girls, which are already covered under the Weird powers section as well as having their own Thrash netbook (for more info read Magical World). Superhuman as well as superpowers can be bought as a transformation with no problem (still, weaknesses must still be acquired regardless of transformations flaws bought).

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Superpowers

***BTW, the terms “superhero” and “superpowers” are registered by DC comics, and are used here for no monetary gain... and if you ever do, God have mercy on you, those guys are tuff <bit of disclaimer>
***As these dudes are already in major leagues with one single power I don'r recommend to GMs allowing players more that 3 superpowers.
***As you may see, this is in no way the superpower's Enciclopedia Britanica for that is not my intention. Besides there are a LOT of maneuvers that do the work for many superpowers (Chi-blasts, elemental powers, Ghost Form, Teleport, etc, etc etc)

Energy Battery

“Energy absorbers” are truly impresive superhumans to witness. Charcters with this gift are famous for outrageous things like trowing themselves into conflagrations in search for innocents trapped in disaster zones and even come out unscratched from atomical explosions. So called energy absorbers also have the ability of discharging harmlessly the energy they absorb and give it numerous uses.
* Each level of energy battery increases the character's base Chi by 5 points.

* Characters can abosorb a number of Chi points from any energy attack equal to their focus damage+level of energy battery. Still, characters cannot absorb more chi points than the Chi cost of the attack itself (shots from energy weapons are worth 3 Chi).

* Energy absorbers are completely inmune to lesser energy attacks: lasers, chi blast, fire, cold, radiation, microwaves... all do no damage. At level 6, the energy absorber is also inmune to the kinetic energy from explosions ** before level 6, explosions still do ½ damage **. At level 10, the character is completely INMUNE to ALL forms of energy, being capable of witstanding even nuclear explosions. Still, energy absorbers can still be put out of order by basic means (physical attacks).

* Maneuver discounts: Chi Blast4, Chi shock4, Column Blast4, Drain Chi3, Flare2, Power Blade4, Power Channeling 4, Chi Star4,
Prerequisites: focus10
Character Points: 9
Obligatory Weaknesses: Select 6 points of flaws. At least two must come from the Weaknesses section <see below>.

Flight


Same as the Flight Power found in the Thrash Sourcebook.

Force Field

The power to materialize and mentally shape diverse solid objects from pure force/telekinetic energy. This energy is semitransparent and can be shaped mentally almost instantly (2 AP's). Nearly any object can be created from this: melee weapons, armor, shields, giant fists, levitating platforms, force fields, etc. Armor created this way has no Covering nor impact values, but rather each 6 points of damage delivered to it burns 1 chi point from the user (the same for force fields). Weapons created use accuracy, AP modifiers and damage as per the weapons chart (but add the superhuman's base focus damage to damage delivered by weapons). The only weapons feasible to create are melee weapons. Weird objects created for combat (giant fists and stuff) use the creator's focus+force fields as its agility attribute and his will attirbute as strenght (still, strenght of objects created can be increased with Chi points starting level 4. Objects can be as big as 2m lenght plus 1m per level and can have a maximum strenght attribute of his level of Force Fileds squared. Regardless of the type of object, creations must be mantained this way by investing 2 Chi per turn.
Prerequisites: Will10
Character Points: 6
Obligatory Weaknesses: Select 5 points of flaws.

Giant Growth

Superhumans with this ability can increase their size as many times as their focus attribute. In fact, few things are more intimidating than the visage of a 8m foe. Giant superhumans are widely known for the MASSIVE havock they create at almost every single combat. Superior strenght and stamina are the blessings of giant superhumans, however, as this power is the most VISIBLE this also means that giant heroes are VERY likely to leave a lasting impression at every place they go (and a long road of bitter innocents whose homes are incidentally wrecked during fights). Still, mantaining a giant size is quite taxing for the character and so, the hero spends 4 Chi each turn.

* Each extra size adds +5 to health, +3 to soak rolls and +1 to strenght (strenght increased this way can go even beyond 15)

* For lifting purposes and feats of strenght, strenght is multiplied by a factor of one for each extra size (ie a superhuman six times his normal size has his strenght multiplied times 5 only for lifting purposes). Forget this bonus if the character already posseses super strength.

* Running speed and movement rate is doubled, +4 to offensive and blocking maneuvers, -4 to evasion maneuvers.

* Maximum Growth: 1 size per level of Giant Growth to a maximum of their focus attribute.
Prerequisites: Strenght8, Stamina8
Character Points: 6
Obligatory Weaknesses: Select 5 points of flaws. At least one must come from the Weaknesses section <see below>.

Heightened Senses

Super human sensitive abilities...

* Each level of heightened senses adds +1 to all rolls regarding perception

* Each level means one heightened sense, player chooses which at the acquisition of each level: X-ray vision, Infrared/ultraviolet, nightvision (can see in total darkness), ultrasonic ear, eagle sight (can read a sign one mile away), Heightened sense of smell, and whatever I could have missed =P

* Maneuver Modifiers: Danger Sense2, Stunning shout5
Prerequisites: none
Character Points: 3
Obligatory Weaknesses: Select 2 point of weaknesses

Invulnerability

Indeed one of the most awesome superpowers, invulnerables are the cream of the crop among superhumans. This power enhances the character's stamina, endurance, and resistance to the point where the he/she is nearly impervious to all forms of harm. To the eyes of the peasants, invulnerable superhumans are often seen as almost onmipotent beings and regarded as immortal. However, this also makes this superhumans the most feared among their kind for there´s nothing one fears the most than an indestructible monster capable of great harm, even if a hero.

* The level of Invulnerability is added to all rolls related to stamina, this includes exhaustion, poison saves, and soak rolls. Also, add 5 points to base health per each level of invulnerability

* The level of invulnerability adds to the stamina attribute for the purpose of determining the “red numbers” the character can get before dying

* Each two levels of Invulnerability the superhuman recieves a point of natural “Covering”. Attack rolls on the 10 sided die equal or below the covering number do no damage. Maximum covering value is reached at level 10 for a maximum Covering of 5.

* Each two levels of Invulnerability reduces by one the number the superhuman must get to soak 1 point of damage during soak rolls (ie at level 2 the superhuman soaks 1 damage per 3 points on the soak rolls, at level 4 it is 1 point of damage every two points and so) until level 8, where the superhuman soaks as many points of damage as points in the soak rolls in a 1-1 basis. Plus, when the character reaches his/her rage threshold or epic battle rules are invoqued, the superhuman adds his Will+Focus attributes to the soak rolls too. Also, when the character reaches level 10, soak values double (minus 2 damage per each point on the roll) and again every ten additional levels (-3 damage per point at level 20, -4 per point at leves 40 and so on...). Still, a sure way to defeat invulnerable foes is with attacks that doesn't harm him directly (ie psychic attacks, magic, stun guns, vital points *** with a penalty of -2 ***, etc)

* The level of Invulnerability counts as the Extraordinary Attribute advantage for the purpose of raising stamina beyond 10, but there is no limitations on how high the superhuman can increase it.

* Maneuver discounts: Power Block2, Roll with Impact1
Prerequisites: Stamina 10
Character Points: 10
Obligatory Weaknesses: Select 10 points of flaws. At least four must come from the Weaknesses section <see below>.

Metamorphosis

The legendary power of shape-changing. Shape-changers are by far the most elusive of superhumans for you can NEVER know where they are... or if your neighbour is one himself. This power is divided in levels just like regular disciplines, attaining one new power in order according to their level. The player makes a roll of charisma+shapechanger+disguise. Changing shape takes its toll on the hero's organism so each transformation burns 5 Chi from the character plus 1 Chi per minute.

1) Can change his face and hair.
2) Can change his voice and body pigmentation (even as camouflage *** add the character's charisma+shapechanger to stealth rolls ***
3) Can alter his complexion and normal height up to half his size
4) Can grow minor alterations (claws, pointed ears, gills, scales, etc *** take note of bonuses ***)
5) Can alter his own aura along with his appearance (same as the Alter Aura and Steal Aura powers from the Aura Power psychic discipline.
6) Can change shape into any form, human or inhuman of size as small as a flea or as large as a hipopotamus (again, take note of gained abilities and bonuses)
Prerequisites: Charisma10
Character Points: 6
Obligatory Weaknesses: Select 5 point of flaws.

Super Speed

Unnatural speed and quickness of relexes. These guys are famous for leaving dragsters in the dust and beating the crap of oponents in a blink. Superspeed is also know for accelerating the hero's metabolism tenfold, burning 2 Chi each turn the hero uses this power.

* Each level of superspeed add 2 to the base Action Points of the superhuman

* The character's running speed is 360km/h plus 50km/h per each level of superspeed. Upon reaching level 15, the character attains the speed of MACH-I and superior increases are at GM's discretion. The character can increase his running speed spending 1 chi per increase of +50km/h per scene.

* When engaged in combat, each level of superspeed adds 1 hex to his movement rate. Plus, each level also increases the move of the Movement basic maneuver by one hex and each two levels of superspeed increase the movement rate of all his/her maneuvers by one.

* Each three levels of superspeed adds a bonus of +1 to all evasion maneuvers.

* Maneuver discounts: All evasion maneuvers -1, Rage Burn3, Air Jump3

* The level of Superspeed counts as the Extraordinary Attribute advantage for the purpose of raising agility beyond 10
Prerequisites: Agility 10
Character Points: 7
Obligatory Weaknesses: Select 8 points of flaws.

Super Strength

If there is one reason to fear superhumans is seeing one lifting a truck and trowing it to someone. The single most (in)famous superpower known. The level on this power affects several aspects regarding the character's strenght...

* The level of superstrength avails also as the Extraordinary Attribute advantage for the purpose of raising strenght beyond 10.

* The level of superstrength adds to all strenght/might rolls (Iron Fist, Art of Breaking, super feats of strenght <read below>, damage, etc.)

* Each two levels of superstrength modify oponents soak roll for when recieving the superhuman's physical attacks increasing the number of points an oponent must get to soak 1 point of damage (ie at level 2 oponents soak 1 damage per five points on the soak roll, at level 4 is 1 damage per six points and so).

* Maneuver discounts: Thunderclap5, Shockwave3, Art of Breaking1 <-- (all these 3 use the Strenght attribute rather than focus for determining effectiveness and damage), Wall Spring2.

* For lifting and feats of strenght purposes the character is entitled a roll of Strenght+Will+Focus rather than strenght alone. Plus, the character can spend chi to temporarily increase strenght, this works as per the Positive Chi's Body Chi power, but no limit on how many Chi points the superhuman can spend (still, this is for feats of strenght purposes only, never for damage). A suggested difficulty chart follows...

                                          
   Feat                                     Difficulty
                                         *Trow a bike                                 18
                                         *Trow a car                                   30
                           *Tear a BIG vehicle's door open                 45
                           *Trow a trailer/BIG vehicle                     50 to 60
                           *Move a Missile off-course                           75
                           *Open a hangar's door open                        80
                                           *Miracle                               100 or more
Prerequisites: Strenght 10
Character Points: 6
Obligatory Weaknesses: Select 6 points of flaws.

Weaknesses

I know! I know! They are a concept DECADES old, plus, the may be quite lame at times. Still, in order to keep game balance I have the URGENT need to handicap this living powerhouses. Superhumans must acquire as many weaknesses as their superpowers dictate and all dictated points must be spent. This weakness do NOT provide additional character points.

Sentitive to attack element (3)

Attacks from certain energy/elements do double damage. Choosable elements are natural elements (ie fire, ice, electricity etc.), pure Chi attacks (includes Chi-Push and Power Channeling), radiation, psionics, negative Chi attacks, and magic (includes enchanted weapons and all magical attacks). If invulnerable, instead of recieving double damage, attacks of this type do normal damage (ie no special soak rolls for invulnerability and no Covering value). If impervious to energy, this energy does normal damage. This weakness can be taken multiple times.

Vulnerability(varies)


Certain things have certain effects on the superhuman, the effects are diverse and the bonus is according to how common the element is. Can be selected multiple times. The bonuses also have five categories according to the severity of effects as follows

* Minor discomfort (-2 APs, -1 on all rolls)
* Light, but unpredictable alterations at the GM's discretion
* Psysical harm (1d4 damage per minute of exposition, need a succesful Will roll of 17 to get closer, no soak rolls) and -3 on all rolls.
* Dramatic effects (must be stated). Duration of effects at GM's discretion
* Killing damage (6d6 per turn, Action Points reduced to 3 per turn and the URGENT need to get away, no soak rolls). All physical attributes are reduced by half.

*** Specific light emissions (1 / 2 / 2 / 4 / 5): This includes infrared, ultravioted, light emissions similar to that of certain stars etc
*** Specific radioactive element (1 / 2 / 3 / 4 / 4)
*** Radioactivity (2/ 2/ 3 / 4 / 5)
*** Common light emissions (3 / 4 / 4 / 5 / 7): Includes sunlight, 40 watts lightbulbs, etc.

Power Ban(varies)

Your powers are just not effective against certain thing/s. No matter what you do, they just won't work (energy blasts dissipate, attacks harm invulnerable characters normally, and pass trough force fields, X-ray vision cannot see trough some materials, superstrength can't break some stuff. The costs are given according how common is the hero´s ban. Each ban covers one power only. If selected the same ban for various powers add 1 character point per additional power affected. This cannot be chosen for powers of mostly internal nature (ex. Metamorphosis, superspeed, etc.)

* Rare(1): VERY specific elements (titanium, strontium, etc). It´s fair to assume that the elements in question do exist in the hero´s planet (or setting of alien).
* Common(2): Elements and metals of common use as well as some fabrics and (iron, cotton, crystal, etc)
* Absolute(4): Like a color (ex. A yellow robe)

Always On(3)

The hero has no control over his own powers and has no idea of how to restraint them. If superstrong, the character is always breaking stuff while trying to grasp anything, if super fast, the hero must consciously prowl to walk FASTER than the average, if possesing any powers involving energy expulsion, the hero needs to cover his energy expelling appendages (ie hands, eyes, etc) or deplete his Chi blasting everything against his will. If not properly restrained, the character needs to succeed a focus roll difficulty 15 in order to keep his powers in check, the time between rolls is an amount of minutes equivalent to the character's rage attribute. Still, with the proper restraints (like Maris´ restriction bands or Cyclops´ eyeglasses) the character can live a more-or-less normal life (combining this flaw with the Power Ban flaw is highly recommended).

Restricted by Daylight(3/4)

The hero's powers only work either at daytime(3) or nithtime(4).

Time Limitation(Varies)


Also known as the “Ultraman Syndrome”, this hero's powers only works for a limited time a day, that time being a variable number of turns (or minutes if not engaged in combat)
* Will+Stamina (3)
* Will (6)
If the hero uses a transformation, once the time elapses, one of two things will happen. Either the transformation shuts down (add another character point) or the powers simply go away, leaving behind a powerless, disguised clown.

Faulty Empowerment(5)


Somehow, your powers happen to be “defective”. Everytime any of the hero's powers is used, roll 1d6 (YOU, the GM), a “1” rolled means the power didn't work.
"Here we are! Born to be kings
we're the princes of the universe!
Here we belong! Fighting to survive
in a world with the darkest powers
An here we are, we're the princes of the universe
here we belong, fighting for survival
we've come to be the rulers of your world!
I am immortal! I have inside me blood of kings!
I have no rival, no man can be my equal!
Take me o the future of your world”
               
    --- Queen, “Princes of the universe”
SORCERERY (revised)

Here is the alternative magic system I created for my games. It is based on the oh-so-popular spellcasting system so used and abused in so many games. Hope you find it useful! :)


Casting Magic


Magic is cast via a spell. A spell is a brief magical formulae consisting in a series of verbal, somatic and (sometimes) material components, that the spellcaster must follow in order to produce a magical effect. Casting a spell costs 10 Action Points plus the Chi cost mentioned in the description of each spell. Also, each use of sorcerery requires a roll of 1d10+Focus+Sorcerery.

A VERY important requisite to cast magic is, as each spell requires a set of postures, gestures, and incantations is that, in order to cast magic, the sorcerer must be standing up straight (or having some sense of equilibrium at least), with both hands free and in position to speech. An immobilized or gagged sorcerer can't cast magic.


The Sorcerery Style (revised)

The study of the forbiden arts is long and arduous. It takes years of constant studies, research, and strenghtening of the student's spiritual nature. The Sorcerery style is paid for as a discipline (2 character points per level at character creation) and provides the benefit that the character's level in the Sorcerery style is added to the Will attribute for the purpose of calculating the character's base Chi. However, as it is not a physical discipline as is martial arts, its level doesn't add to the character's base Action Points.

With the aquisition of the Sorcerery style, the sorcerer can then learn magic spells. All spells have a 'Level' asignated each, that level denotes the level a sorcerer must have in the Sorcerery style before being able to learn that spell. Spells have a cost in character points equal to its level, but regardless of level or possible modifiers, a spell will always have a minimum cost of 2 Character Points. The Sorcerery style also enables the character to acquire focus maneuvers with a discount of 2 Character Points. Focus maneuvers acquired
as magic powers abide by the same Action Point costs as all spell magic. A starting sorcerer can acquire as many magic spells as he can afford. However, at character creation, the maximum level for which the sorcerer can buy spells is level 5.

Each new level in the Sorcerery style also confers the wizard special talents and powers that are product of their training in the mystic arts and the strenghtening of the spirit.

1) Attunement: Same as the Attuned advantage. Constant and automatic.

2) Mystic Meditation: Almost the same as the Meditation regular discipline. Upon succeeding a focus roll (difficulty 18), the sorcerer can restore his Chi at a rate of as many points per hour as his focus damage+level in Sorcerery to a maximum of his base Chi. Plus, when meditating, his Attunement powers are increased almost a hundredfold, lowering also the difficulty of all clairvoyance rolls by 5.

3) Dragon Chi: Same as the Positive Chi power.

4) Multicast: Upon gaining a fair grip upon his powers, the sorcerer can attempt to perform two or more incantaions at the same time. The sorcerer must first succeed a Focus+Sorcerery roll against a difficulty of 18 and spend the Chi needed for both spells. If the Multicast roll fails, only one spell is casted, but the Chi for both spells is still expended; the player chooses which spell has first priority. The limit of additional spells that can be cast is one per each three levels of the Sorcerery Style. Multicast cannot be used with Scrolls or wards.

5) Create magic scroll/ward: Having mastered the arts of spellcraft, the sorcerer can now charge a sheet of paper with the magical energies to reproduce the effects of one spell. This can be done in the form of the western style scrolls or the eastern wards, each having their own peculiarities:

Scroll: Can have their power increased. The spellcaster can increase the spell's damage and duration by investing the base Chi cost again (ie, a spellcaster can spend five times the Chi of a Chi Blast to write a scroll that casts a fireball that is five times as destructive). Reading a magic srcroll takes 18 Action Points.

Ward: Only take 4 Action Points to read. VERY small. Easy to carry and conceal.

In order to write a scroll/ward, the spellcaster must gather a VERY special paper along with a set of specific and esoteric components in order to prepare it (YOU try to get a sheet of your notebook to hold the energies that trigger fireballs!). Each spell require different components and paper and, the more potent the magical effect, the rarest the components. Once attained the components, the spellcaster coats the sheet in a magical concotion for it to be able to hold the energies; then, the sheet is ready for the caster to infuse it with his Chi. A set of magical inscriptions seal the energy inside the paper while the mystic caligraphy the incantation is writen with release the energy and channels it in the form of the
desired effect on its way out. Unfortunately, even if any sorcerer can recognize a magical scroll/ward for what it is by reading the sealing inscriptions, the only way to find out what the scroll/ward does is by reading it... bad thing if the scroll holds a curse or other malady (in fact, many spellcasters protect their magical goods from potential thieves by mixing cursed scrolls among their lot). In both cases, activating a scroll/ward burns 3 Chi points from the reader.

6) Distill/Syphon: Upon a complete understanding of the mystic energies that flow through the human body, the sorcerer learns how to rechannel them, thing that is useful when the sorcerer needs a quick recharge of his Chi. This can be done in several ways:

a) Taking Chi from a voluntary target: If the target allows it, the sorcerer can syphon the exceeding Chi of the target from a maximum distance of 3 meters. This action takes 15 APs, but there is no limit of how much Chi the sorcerer can transfer, as long as the target is not reduced to less Chi points than his Will attribute. Likewise, the sorcerer can also do the transfer in the opposite way, lending his Chi to another target.

b) Taking Chi from an unvoluntary target: In order to do this, the sorcerer must enter in physical contact with the target and the targer's psycollogical defenses must be low (ie the target mustn't know the sorcerer's intentions). The target is allowed a saving throw of his Will+Stamina versus the sorcerer's Will+Focus+Sorcerery. This is not possible in combat, as every person involved is automatically considered 'on guarde'.


c) Distill Chi from Nexus points: Ley Lines often intersect in very special places called Nexus Points, Nexus are known for the big quantities of mystic energy that is produced within the place. If the Sorcerer manages to set a sanctuary in a Nexus, he can prepare receptacles to absorb the energies that emanate from the Nexus. When full, the Sorcerer can distill the Chi from the receptacles into himself. A Nexus Point can provide the sorcerer with as much Chi as 10-25 points per day according to the strenght of the Nexus.

In all three cases, the amount of Chi the sorcerer gets this way can go beyond his base Chi. Also, it is rumored that places of special mystiscism like Stonehenge or Teotihuacan are homes to Nexus of  unveliabable power. However, if such places are not bursting with power-hungry practicioners of magic one could think there is a reason... one more powerful than all of them combined maybe.

7) Mystic Improvisation: A step beyond Multicast. Now a master of spell magic, the sorcerer can attempt a special, improvised  'spell', by fusing two or more spells into one. All conditions of Multicast apply.

8) Spell Design: With the arts of spell magic having no longer anything new to teach him, the only thing left for the master is create his own magic....

Designing a new spell or ritual is NEVER easy. It takes LOTS of research, experimentation, and a constant expenditure of XP (2 per gaming session until comlpletion). In order to design a spell, the first thing for the player to do is a complete, specific description of the spell effects including duration, range, Chi costs, etc. Then, the player submits it to the GM for approval. Of course that, in theory, a player should be able to design whatever spell he
sees fit, but players should also understand that legendary spells such as the TimeTravel or the rumored immortality would take years or even decades of research. Whatsmore, the design of a new spell formula requires usually getting into even stranger journeys than those required for scroll or artifacts creation.... in fact, the research of a new spell could (and should) be the focus for a complete adventure per se.

Psychics and Wizards

While the psychic affinity is highly valued in a sorcerer, it's not a requisite and, in fact, both natures differ in their respective source of power: the psychic affinities are due to a benefical mutation, and developed through training, while magic taps with external, supernatural forces not entirely understood by the sorcerer, but somehow harnessed partially channelling the caster's spiritual strenght with arcane formulae. As a result, a psychic character's level in the Psychic advantage does not apply for the purposes of casting magic. Only Focus and Will are taken into account as sorcerery is related.

Of gods and men

As a rule of thumb, gods are generally immune to mortal magic. The only ways a god can be affected by magic are the following

a) The god is actually reincarnated into a human form (as in Saint Seiya or Lunar: the Silver Star). Gods in human guise doesn't count as reincarnated.

b) The wizard uses a spell that invoques on a higher power. In this case, the wizard is only acting as a vessel for said power's will.

Magic Categories

Spell Magic is the most common (and often of instantaneous effect) magic. Ritual magic use complex formulae that gets the caster quite powerful effects, but the time it takes to perform and the rare ingredients and requisites that the caster must usually met make its use prohibitory except inside the caster's lab or otherwise a controled environment. Invocations are spells that don't tap on random arcane powers or mortal will, but rather use the spellcaster as a vessel for a higher power. And finally, Metamagic is a field of spells that are made to work over another spell, altering its properties.

Lesser Paths


The study of sorcerery is not limited to spell magic, but there are also the 'Sorceery Paths'. These are easier (yet somewhat limited) paths to power focused on a single field. However, the study of paths doesn't necesarily require the sorcerer to learn the ways of the Sorcerery style. The Sorcerery paths are the same as in the Thrash main book and the Thrash' companion.

Saving Throws versus spells


Unless otherwise stated in the spell's description, a saving throw versus a spell is usually done with a victim's Will+Focus roll with a difficulty of the sorcerer's spell roll in order to shake or resist the spell's magical effect. Beings of demigod status enjoy a bonus of +5 while so-called gods are usually immune to mortal magic. Inanimate objects have no saving throw (at GM's discretion, he can assign objects a player character is using/wearing the character's saving throw). Animals save with a -2 penalty (monsters are not assumed as 'animals'). Magical artifacts in possession of a character save with an artifact activation roll.

Saving throws versus illusions

Illusions are a very special kind of spells, for the use our own notions and perceptions about things in order to work. Actually, there are only two ways of saving versus an illusion:

1) Disbelief: This is a tricky way of saving, because when one sees on the highway a car speeding towards us, you have no reason why not believe the car is there (and just about run over you). Disbelief is a matter of circunstances rather than hard and fast rules. When such circunstances happen that allow the victim an attemp to disbelieve, the GM allows him a saving throw of Will+Intelligence, the difficulty being the spellcaster's spell roll. If a person in a deceived group percieves the illusion and tells the others, everyone in the group can roll a saving throw. However, those failing the saving will still percieve the illusion as real, even when the rest of the group keep warning him.

The weirder the sorcerer proves to be to his victims, the more effective his illusions may be (persons that know you as a really spooky guy who is also a known magic-wielding freak won't be that surprised if you happen to 'summon' a dragon). However, once rumor runs that you're an illusionist you're just history, every person that knows of your illusions is atomatically entitled a saving throw versus you illusionary spells unless the illusion and the circunstance are really well planned.

***Even if the target of an illusion is using sensors or any other aid, let's not forget that illusions are not light on the wall or ficticious noise, but a magical effect played in the target's mind (ie the target will believe the illusionary dragon is there and, even if his thermal vision goggles tell him otherwise, he will believe he is seeing affirmative heat signals and/or any other evidence needed to believe). However, because of this, androids and other machines are completely immune to illusions.

***Power Armor pilots in light power armor that still allow its pilot to rely on his own senses (ex. Ironman like, hardsuits, etc) are still vulnerable to illusions and other mind altering effects, but pilots in heavy Power Armor that is completely isulated and only allows contact with the exterior through the armor's sensors (ie Bubblegum Crisis' K-7 models, Moldiver's 1st prototype,  etc) are considered immune to illusions, as well as to any and all mind or body altering effects as the true target is not truly visible.

2) Ignorance: The sorcerer cygnus casts the illusion of a Medusa in front of two persons, one of them doesn't read much and so, doesn't know what a medusa is. The first guy recognizes the medusa for what it is and, upon meeting its gaze and knowing what will happens next, dies from fright. The second, not knowing that a medusa's gaze turns you into stone, just stares and attacks the fake medusa AND the caster.

Remember, there are a LOT of focus maneuvers already that can acomplish a lot of magical purposes (attack, healing, intangibility, etc)

Sensing Magic


All sorcerers gain a sensitivity for when someone or something is working magic near them. For more details on 'sensing magic' refer to the Thrash' main book or the Thrash' Companion.

Spell Compendium

Before you say anything, YES, I BLATANTLY took many spells from other games, so sue me =P

**'Per level': Spells with range, duration, etc marked with the phrase 'per level' reffer to the spellcaster's level in the sorcerery style.

**Rituals usually have a Range of 'N/A', that's because the ritual takes effect where it's cast.

Spell Magic Modifiers

Doesn't require verbal component(+2): The spell can be cast while mute or otherwise unable to speak. A single spell cannot be modified with both No verbal Components and No Somatic Components at the same time.
Doesn't require somatic component(+3): The spell can be cast with the single uttering of the worded incantation. Can be cast while unmoving or otherwise immobilized.
Require material components(-2): The spell require special components in order to work (bat guano, a piece of leather, etc). Player and GM must keep track of how much components the character has in store. Also, quality of components can affect the spell either in its favor or detriment.
Require extended verbal components(-1):  Due to either an inefficient translation or an old fashioned teacher, the spell's incantation is specially long and complex. Add 3 to the AP cost of the spell.
Require extended somatic components(-1): For any of the aforementioned causes, the spell requires a specially long, complex (and often silly) set of poses and gestures that leave the sorcerer specially vulnerable while in combat. The turn the spell is beign cast the sorcerer is at -1 on defensive rolls to defend himself (hands busy).


***Level 1

Alarm

Category: Spell Magic
Range: Unlimited, as long as the spellcaster is in the same dimension as the object
Duration: Until triggered
Chi Cost: 7
Area of Effect: 1 target
Saving Throw: None
Description: The spellcaster draws a sigil into the target, which can be a living or unliving object. From that moment on, whenever the object is touched/disturbed by anyone other than the spellcaster, a silent alarm will buzz on his head alerting him of the warded object. If the target of the Alarm spell is a living being, the alarm will trigger whenever the target is facing a life-threatening situation or otherwise his/her physical integrity is at stake. Once the sigil is drawn into the target, it disapears into its surface in a matter of seconds.

Lesser Illusion

Category: Illusion
Range: 2m. per level

Duration: Special
Chi Cost: 2/t
Area of Effect: 2 square meters
Saving Throw: Special
Description: A two-dimensional, visual illusion that can be as big as 6 square feet. The illusion is only visual and won't fool other senses, but convincing someone in a dark alley that your 'bodyguard' will crush him if he tries anything funny can be worth it.

Mystic Eyesight

Category: Spell Magic
Range: Line of Sight
Duration: Special
Chi Cost: 1/turn
Area of Effect: Caster
Saving Throw: None
Description: While Attuned martial artists and apprentices can sense the flow of Chi and its workings in his surroundings, the experimented sorcerer can also tell the exact ways in which Chi is being used and tell wether it is the working of sorcerery or not. The sorcerer just needs to focus on a place and the residual energies of the place and objects as well as the magical auras of living beings will become visible to the caster.


Mystic Message

Category: Spell Magic
Range: Unlimited
Duration: Special
Chi Cost: Special
Area of Effect: 1 Subject
Saving Throw: None
Description: This spell can work in either of two ways: either the spellcaster can deliver a mental message to the desired subject, or he can conjure a messenger to deliver his message for him. In the second case, the messenger is usualy an pigeon or other animal, but regardless of the distance between the target and the spellcaster, the messenger will never take more than 24 hours to deliver the message and, upon delivering the message, will always vanish (caster decides how). The messenger takes 2 Chi points to conjure, otherwise, the spell costs 5 Chi.

Sense/See Ley Lines

Category: Spell Magic
Range: 18 m.
Duration: 3 turns

Chi Cost: 2
Area of Effect: Caster
Saving Throw: None
Description: This spell enables the caster to see lei lines with his bare eyes. He can also discern wether the line contain positive or negative Chi, the strenght of the line, and the distance between that point of the line and the nearest nexus point.

Ventriloquism

Category: Illusion
Range: 3m. per level
Duration: 1 turn per level
Chi Cost: 2
Area of Effect: Special
Saving Throw: Special
Description: This spell creates a sound that seems to come from anywhere within the spell's range. The sound can be anything the caster can think of (for imitating a specific person's voice the caster should succeed an Intelligence roll). At lower levels the sound can be as low as a whisper or as loud as a megaphone, but higher level sorcerers can even recreate the ruckus of a football stadium.

Ward versus Fools

Category: Ritual
Range: N/A
Duration: Special
Chi Cost: Special
Area of Effect: One place or dwelling
Saving Throw: Neg.
Description: One of the most used spells for new spellcasters. This ritual (which can be cast in any place from a door to a mansion) reacts to the proximity of any lesser supernatural creature, making them believe the place has a potent ward against creatures of their type. By 'supernatural' be stated non-human creatures (ie supernatural monsters, vampires, ghosts, demons, etc). The Chi cost of the spell is 5 points per week the ritual is suposed to last. Supernatural creatures that enter the proximity of the 'ward' are entitled a saving throw in order to try to recognize the fake ward for what it is. Greater supernatural beings (ancient vampires, high ranked demons, etc) have a +5 bonus to their saving throw. Most player characters are considered non-supernatural; however, magical girls and other characters whose powers come from the 'Transformations' weird power may be likewise 'warded' while in their alter egos (assuming their powers come from a magical or otherwise supernatural origin). Player characters also have a +5 to their saving throw.

Wizard's Mark

Category: Spell Magic
Range: Touch
Duration: Permanent
Chi Cost: 7
Area of Effect: 1 target
Saving Throw: Special
Description: A magical inscription with the wizard's personal 'signature'. On living targets, the wizard mark entitles a saving throw and, should the saving throw fail, the mark will last a number of days equal to the difference between the spell roll and the victim's failed saving throw.

***Level 2

Breathe Without Air

Category:  Spell Magic
Range: Touch
Duration: 1 hour / level
Chi Cost: 3
Area of Effect: 1 target
Saving Throw: None
Description: The spell allows frees one target from the need to breath oxigen (or whatever they may need to breath) for the duration of the spell.

Dimensional Pocket

Category: Spell Magic
Range: Touch
Duration: 24 hours
Chi Cost: 3
Area of Effect: 1 object
Saving Throw: None
Description: The spellcaster may endow any object intended for storage (even your pants' pockets will do) with the ability to  store and unlimited amount of items (as long as they fit into the opening orifice of course) for the duration of the spell. The dimensional Pocket can be cast on objects as small as a purse or as big as a safe (reasonable size, not a bank's safe).

Fear

Category: Spell Magic
Range: 3 yards per level
Duration: 1 scene
Chi Cost: 4
Area of Effect: 3 meter radius
Saving Throw: Neg.
Description:  Works the same as the Aura of Power advantage, but victims saving versus Fear will be overpowered by a sensation that the spellcaster is an incredibly powerful sorcerer out to crush them, regardless of wether the spellcaster is more powerful than them or not.

Knock: Lesser

Category: Spell
Range: Touch
Duration: Instant
Chi Cost: 2
Area of Effect: 1 lock
Saving Throw: None
Description: The spellcaster can open any mechanical lock with a single touch from his hand, no matter size, type, or even if it is rusty or broken from the inside, locks concede and doors open completely. Electronical locks or complex security systems cannot be opened with this spell.


Luck Charm

Prerequisites: Enchantment 1
Category: Ritual
Range: N/A
Duration: Permanent
Chi Cost: 6
Area of Effect: 1 object
Saving Throw: None
Description: Any small object (usually rings, pendants or medallions) can be enchanted as minor luck charms. Those wearing a luck charm recieve a bonus of +1  to all their rolls.

Ley Line Branching

Category: Spell Magic
Range: 10 meters
Duration: 1d4+1 turns  +1 / level
Chi Cost: 4
Area of Effect: 1 branching
Saving Throw: None
Description: Same as the Lines path's power. Lines can be re-arranged or a Ley line branching can be created temporally to serve the sorcerer's purposes: a group of heroes can benefit from a corrected line by increasing the amount of Chi the can gather with Dragon Chi by 1 Chi point per point that the sorcerer exceeded 18 with his roll, or enemies can get a nasty surprise as their Dragon Chi is less eficient (the inverse of the aforementioned use) or discovering the hard way that the Ley line rather carried negative Chi.

Pain

Category: Spell Magic
Range: 1 meter / level
Duration: Special
Chi Cost: 2/turn
Area of Effect: 1 target
Saving Throw: Neg.
Description: Same as the Psychic maneuver or Necromancy path's power. Succesful saving throws negate the effect of the spell.

Tongues

Category: Spell Magic
Range: 1 meter / level
Duration:  Special
Chi Cost: 1/turn
Area of Effect: 3 meters / level radius
Saving Throw: None
Description: The spellcaster gains an innate understanding of a foreign tongue, being able to understand it and speak it with a 100% accuracy for the duration of the spell.

See the Invisible

Category: Spell Magic
Range: Touch
Duration: Special
Chi Cost: 1/turn
Area of Effect: Line of vision
Saving Throw: None
Description: The caster can endow himself of others with the ability to see any invisible or otherwise obscured creatures. In the case of shapeshifters, illusionary disguises, etc, the caster can also percieve the creature's true form as a ghostly form behind the impostor. This last effect is ineffective when dealing with normal disguises, plastic surgery, etc.

***Level 3

Flying Transport

Category: Spell Magic
Range: Touch
Duration: 1 hour / level
Chi Cost: 6
Area of Effect: 1 object
Saving Throw: None
Description: The spellcaster enchants temporarily an object of  regular size (a broom,  motorcycle, skate board) as a flying vessel. Maximum height is not specified, but maximum speed is 80km/h.

Locate Object/Person

Category: Spell Magic
Range: N/A
Duration: 5 minutes per level
Chi Cost: 3
Area of Effect: The caster
Saving Throw: None
Description: Having enough information about an object or person. The spell caster can intuitively know the direction of said object/person's whereabouts (not the exact location, just direction). The difficulty is normal when the spellcaster has a reasonable amount of information regarding the subject, but if the information is scarse/inaccurate the difficulty can raise as high as 18 or 20. On the other hand, very familiar objects or persons have a difficulty of 10.

Metamorphosis: Lesser

Category: Spell Magic
Range: Self
Duration: 1 scene
Chi Cost: 6
Area of Effect: 1 target
Saving Throw: None
Description: The spellcaster can alter his own form in not too drastical ways. He can become as taller/shorter as half his size more/less. Can grow new appendages (wings, claws, fangs, a new pair of arms, etc), morph his facial features, modify his organism (gills, etc), or any other change as long as is not too drastical.

Minor Summons

Category: Spell Magic
Range: N/A
Duration: Instant
Chi Cost: 3
Area of Effect: 1 creation
Saving Throw: None
Description: The spellcaster can cause any small object (dog size or less) to just 'pop up' from nowhere. The GM will usually asign a difficulty to the spell roll according to the object the spellcaster intends to summon according to its value, the character's familiarity with the object, its usefulness, and game balance (while summoning potato chips, a toy, or a sweater is quite harmless for the game's flow, taunting the other player characters and then summoning a bazooka can be a bit of an excess).

Multiple Image

Category: Spell Magic
Range: 1 meter / level
Duration: Special
Chi Cost: Special
Area of Effect: Special
Saving Throw: None
Description: While an 'optical illusion', this spell is not a true 'illusion spell'. The spell produces manipulates light and sound to create a duplicate of the spellcaster via a complex optical/audio effect (more like a hologram). The replica stays next to the caster, doing anything the caster does or says in a 'monkey see monkey do' fashion. The caster can create as many replicas as he wants, but each duplicate takes 1 Chi point plus 1 Chi point per turn to maintain the illusion (ie creating 4 replicas for 3 turnd would take 7 Chi points... 4 = 1 per replica + 3 = 1 per turn). In combat, count the number of replicas PLUS the caster and then take a die of that number and, upon a succesful attack on 'the spellcaster', the attacker rolls the die, a roll of  '1' means that the attack succesfully caught the sorcerer, and any other number strikes a duplicate (the duplicate vanishes upon being struck).

Swim as the Fish

Category: Spell Magic
Range: Touch
Duration: 1 hour / level
Chi Cost: 4
Area of Effect: 1 target
Saving Throw: None
Description: The target of this spell can not only breathe underwater as per Breathe Without Air, but also inmerse in the depths of the ocean with no effects for excess pressure, sudden decompression because of a fast returning, etc. Besides, it endows the spellcaster the ability and equilibrium to cast spells underwater or while swimming.

Swords to Snakes

Category: Spell Magic
Range: 3 meters +1/ level
Duration: 2 turns +1 / level
Chi Cost: 3
Area of Effect: 1d6 targets
Saving Throw: None
Description: This spell can turn the target's current, readied weapon, into a hostile snake (or whatever bizzarre thing the caster wants) for the duration of the spell.

Sleep

Category: Spell Magic
Range: 5 meters
Duration: 5 minutes +1 / level
Chi Cost: 8
Area of Effect: 1 target
Saving Throw: Neg.
Description: Victims who fail to save versus this spell are overpowered with drowsiness and will fall helplessly asleep in 1d4 turns.

Hypnotic Trance

Category: Spell Magic
Range: 1 meter +1 / level
Duration: Special
Chi Cost: 3 / turn
Area of Effect: 1 target
Saving Throw: Neg.
Description: Victims who fail to save will fall into an hypnotic-like trance where they don't take any actions except standing there unmoving and stare with empty eyes. In the victim's head, he/she feels transported to a place full of mist where there's nothing but he/she and the caster. During this state, the victim is more succeptible to mind altering influences (the caster recieves a bonus to all illusions and mind-altering effects equal to the difference between his spell roll and the victim's failed saving throw). For the duration of the spell, the caster can take other actions as long as he keeps focusing on the victim and the victim is utterly helpless. The spell ends when the caster wishes so or when he looses concentration.

Energy Barrier

Category: Spell Magic
Range: 6 meters +1 / level
Duration: Special
Chi Cost: 6
Area of Effect: 6 cubic meters
Saving Throw: None
Description: An energy bubble that can be maintained as long as the spellcaster maintains concentration on it(takes 8 APs per turn). The force field lasts until dispelled or destroyed. The force field has an initial amount of Health points equal to the caster's Will+Focus+Stamina+ (Sorcerery*2) and soaks damage using the caster Will+Sorcerery. Lost health points can be restored to the barrier with Chi on a 1-1 basis. The energy barrier doesn't move with the caster, but the caster can take any actions inside it (as long as he still has AP after paying the AP cost per turn). The Energy Barrier cannot be Dispeled, but it can be destroyed with the spell Destroy Magic Barriers.

***Level 4

Charm Person

Category: Spell Magic
Range: 1 meter
Duration: 24 hours
Chi Cost: 3
Area of Effect: 1 target
Saving Throw: Neg.
Description: The use of this spell predisposses a person favorably towards the caster. For the duration of the spell, the target will trust the caster and be as nice to him as if he was a trusted, long time friend. The players and GM should understand this spell's limitations, for even if the caster's 'new friend' will most likely lend him money of lodging for free, he won't do anything stupid as fighting a dragon. The somatic components of this spell are quite subtle, so he won't have to worry about being inmediately caught if failing.

Create Summoning Circle

Category: Invocation / Ritual
Range: N/A
Duration: Permament
Chi Cost: Special
Area of Effect: Circle of summoning
Saving Throw: None
Description: The circle must be big enough to house the creature and the caster. A 'slice' of the circle must be delimited, as that will be the area designated for the caster, as long as the caster remains inside his designated area he is safe from the creature's wrath. Upon performing the ritual. the creature will appear on his designated area within the circle (NOTE: if things get ugly, you can always cancel the ritual and send the creature back home as long as you don't let it step out of the circle). However, bringing a strange creature to our world is easy... convincing it to aid you in your goals (or not blast you right away for that matter) is a different matter (the only exception to this are lesser lifeforms or unintelligent monsters, which are automatically under the caster's control). Once the negotiations are complete and the creature has made a deal with the caster, it is safe to let it step out of the circle and end the ritual (setting up a set of impenetrable walls around the circle could help if dealing with a stubborn creature). The caster can leave the circle open and ready to send the creature back should the need ever presents, but any intelligent creature will see this with suspiscion and is overal bad form.

Even if it's fun enough seeing characters getting killed over and over because of fatal (and often stupid) oversights while attempting to summon, I will put some quick guidelines for the good summoner/bad summoner (even if it spoils most of the fun for is GMs)...

                 Good Summoner                                                         Bad Summoner
* Never summons anything more intelligent  than he is                        * Summons Niccolo Machiavelli
* Never summons anything older than he is                                             * Summons Shub-Niggurath
* Never summons anything with spellcasting abilities                           * Summons Vecna
* Never summons anything whose power he can't control                   * Summons a fire elemental


For this matter, bad summoner = DEAD summoner. Also, I think it's prudent to advise that the wise sorcerer NEVER strike deals with demons (or anything from the lower planes for that matter). For starters, demons don't feel obligated to uphold deals with less powerful beings, and should the case be that you ran into a demon you could overpower, you better speak legalese like your second tongue for a demon will ALWAYS be looking for a way to pervert the contract terms. ***yes, quoted from WW, so sue me.

The Chi cost of a summoning will vary according to the kind of creature the caster inteds to bring to this world: from a messy 15-20 for a lesser being to 200+ for powerful entities, supernatural intelligences, and beings of demigod status. Also, the summoning of a creature requires the caster to research the creature's secret name and number (the more potent the entity, the harder the research will be).

Create Ward

Category: Invocation / Ritual
Range: N/A
Duration: Permament
Chi Cost: 100
Area of Effect: Special
Saving Throw: Special
Description: A ward is a mystic protection that prevents the passage of something into the territory it protects. In order to create a ward, a sorcerer must research enough information about that which he is trying to create a ward against. A ward can only protect against one thing. The amount of space a ward can cover is at GM's discretion, but it never less than a mansion (however, it isn't uncommon the tale of a powerful spellcaster that wards a whole town). When a creature tries to break trough a ward, it is entitled a
saving throw, the difficulty varies wether the ward is directed in general towards creatures of that type or
towards that specific being. In the first case, the difficulty is the sorcerer's spell roll+3, and in the second case the difficulty is the sorcerer's spell roll times two. The more specific the ward, the more powerful (there are tales of so-called 'wards versus the supernatural', but those are as strong as a Ward versus Fools at best). With enough study, the caster can even create wards such as a ward versus magic, psychic influence, fire, etc.

Dispel Magic

Category: Metamagic
Range: 9 meters
Duration: Instant
Chi Cost: 5
Area of Effect: spell
Saving Throw: Special
Description: A Dispel Magic can be used to interrupt or destroy any working of Spell Magic usage. When attempting a dispel, the dispelling caster rolls his spell roll against the target spell's, success meaning the automatic destruction of the magical effect. However, Dispel Magic won't work against most rituals, wards (except the Ward versus Fools), nor will it destroy the enchantments placed over artifacts or characters with 'Transformations', however, a successful Dispel Magic will render the artifact inoperate and/or will force the Transformed character into his true self for 1d4 minutes; artifacts enjoy a +2 bonus to save while characters with Transformations save with +4 (characters whose transformations come from an artifact save as per artifacts).

Flowing Spiral

Category: Spell Magic
Range: 1 meter +1 / level
Duration: 1 minute +1 turn / level
Chi Cost: 10
Area of Effect: 6m. diameter +1 / level
Saving Throw: None
Description: Same as the Lines path's power.

Knock: Superior

Category: Spell Magic
Range: Touch
Duration: Instant
Chi Cost: 3
Area of Effect: 1 security device
Saving Throw: None
Description: As knock: Lesser, this version has no limitations, having the ability to open electronical locks as well as any security devices.

Invisibility

Category: Illusion
Range: Touch
Duration: Special
Chi Cost: 1 Chi / turn
Area of Effect: 1 target
Saving Throw: None
Description: The target of this spell becomes (can you guess?) invisible as per the Illusions path's power. While victims in the proximitiy of the caster will be fooled even when they have assisting sensors, people in another rooms keeping surveillance will fetch the caster if assisted by non visual sensors (motion sensors, radars, etc)... the Invisibility spell will still fool cameras however.

Levitation

Category: Spell Magic
Range: 1 meter / level
Duration: Special
Chi Cost: 1 Chi / turn
Area of Effect: Special
Saving Throw: Special
Description: The caster can cause one or several objects to float and/or move vertically with the force of his will. There is no altittude limit, but the caster has a weight limit of 60 kgs. per level. Living, unwilling targets are entitled a saving throw versus spell to avoid its effects.

Lesser Seal

Category: Ritual Magic
Range: N/A
Duration: 3 months / level
Chi Cost: 50
Area of Effect: 1 object
Saving Throw: None
Description: The caster can seal any one opening as small as a book or as big as a door. No matter the amount of lock picking, brute force, or any other means applied, the object won't open. A Dispel Magic can try to break the seal with a -2 penalty.

Line Constriction

Category: Spell Magic
Range: 3 meters +1 / level
Duration: 1 turn / level
Chi Cost: 6
Area of Effect: All targets stepping on the lenght of the Ley line with the limit of the spell's range
Saving Throw: Special
Description: Same as the Lines path's power. Victims get a -2 penalty to their saving throw

Phantasmal Force

Category: Illusion
Range: 5 meters +1 / level
Duration: 5 minutes
Chi Cost: 6
Area of Effect: 4 cubic meters
Saving Throw: Special
Description: The phantasmal force is a stronger illusion that fools all five senses and can take the form the caster desires. If the illusion is created after a creature with combat pruposes, it fights with all the strenght, accuracy, and ferocity as the original (treat it as a creature of the same type regarding attributes, health, damage, APs, etc). In combat, if the creature is dealt delivered enough damage to kill it, the illusion vanishes. Damage dealt by the creature to victims is treated as stun damage (ie if the victim is reduced to zero health, upon recovery, all illusionary damage vanishes

Superhuman Vitality

Category: Spell Magic
Range: Touch
Duration: 1d4 turns +1 / level
Chi Cost: 6
Area of Effect: Self or others
Saving Throw: None
Description: The caster rolls as many d10 as his level in Sorcerery and jots down the total. Then, the caster can distribute the numbers as he pleases to boost any of the target's following traits:

* Dizzying Threshold
* Basic Strenght damage
* Basic Soak rating
* Basic Movement rate

The Master's Bellowing

Category: Spell Magic
Range: 20 kms / level
Duration: Instant
Chi Cost: 4
Area of Effect: 1 target
Saving Throw: None
Description: Upon meeting a specific person. The caster can, at any time he may have the need, use this spell to know the whereabouts of the subject. The caster gets a mental picture of the subject and his whereabouts, and can deliver a telepathic message no longer than 30 words.

Word of Binding

Category: Spell Magic
Range: 3 meters +1 / level
Duration: Permanent
Chi Cost: 28
Area of Effect: 1 target
Saving Throw: Neg.
Description: The wizard's choice spell to bind monsters and other supernatural creatres to his will. Both sides make a contested roll of the victim's saving throw versus the spell roll. The caster can boost the results of his own roll by spending 5 Chi points per extra point, and can prolongue the battle to several rounds by spending 3 Chi points per extra round, but whenever the victim surpasses the caster's roll by 6 or more the Binding is automatically broken and cannot be attempted again. The Word of Binding lasts until somehow broken or destroyed. There is no limit to the type of creature or entity the caster can attemp to bind, but trying to bind a creature whose retaliation can prove instant and deadly should failure happen can be bad for one's health!. Again, gods are immune to mortal magic.

****Level 5

Banishment

Category: Invocation
Range: 10 meters +1 / level
Duration: Instant
Chi Cost: 10
Area of Effect: Special
Saving Throw: Neg.
Description: A refined form of warding that results in an instant banishment of a supernatural creature of entity. A contested roll between the victim's saving throw and the spell roll takes place, failure indicating the supernatural being penetrates and success meaning the creature cannot enter nor exhert any influence inside the area as long as the sorcerer is present. Greater supernatural beings can attemp repeatedly to break through, as many rolls as the victim's Will+Focus. The sorcerer can boost the results of his roll in the same way as in the Word of Binding Spell. In the case of lesser supernatural beings, as many of them as the caster's focus can be banished per attemp. If the spell roll ever surpases the victim's saving throw by 6 or more, the creature is either automatically sent to his own plane of existence, or destroyed in the case of minor creations like animated dead (not Golems).

Clairvoyance

Category: Ritual
Range: Special
Duration: Special
Chi Cost: 1 Chi / turn
Area of Effect: 1 reflecting surface
Saving Throw: None
Description: The use of this ritual needs the caster possesing a mirror, cristal ball, or other reflecting surface. Also, the caster needs to possess enough information about the subject. Throughout the vision, the caster can employ another sensory spells.

Enhance Magic 1

Category: Metamagic
Range: 4 meters
Duration: Instant
Chi Cost: Special
Area of Effect: 1 target spell
Saving Throw: Neg.
Description: The spell enhances the duration of any magic use by one step scale (turns become minutes, minutes become hours, hours become days, etc). Match the result of the spell roll with the following chart.

                 Result          Steps Gained
                      15                 1 step
                      20                 2 steps
                      25                 3 steps
                      30                 4 steps

On a spell roll of 30, a spell intended to last mere turns would now last for whole weeks. In order to enhance one of the caster's own spells, the Enchance Magic must be cast inmediately before the spell to be enhanced, and in the case of foreign spells, it can be cast as long as the foreign spell is still in effect (unwilling targets are entitled a saving throw). The Chi cost of enhancing a spell is double the original spell's cost if the caster just intends to enhance it last 'just a little while more', or 25 if he intends to enhance it to the maximum lenght aviable to his roll.

Escape

Category: Spell Magic
Range: Self
Duration: Instant
Chi Cost: 3
Area of Effect: Caster's bonds
Saving Throw: None
Description: One of the only spells that doesn't require somatic components, it completely sets free a spellcaster from any bonds he may be in.

Fly

Category: Spell Magic
Range: Touch
Duration: Special
Chi Cost: 1 Chi / turn
Area of Effect: 1 target
Saving Throw: None
Description: Enables the target with the ability to fly. Maximum speed is 200 km/h. In combat, the character's movement is doubled.

Inversion

Category: Metamagic
Range: 3 meters +1 / level
Duration: Instant
Chi Cost: 4
Area of Effect: 1 target spell
Saving Throw: Neg.
Description: The caster can revert any Chi usage within the spell's range to do the oposite of what it was intended to do (a Summon Wave can be turned into a raging inferno, a Karumi Jutsu could result in an increase of the subject's mass and a Regeneration would result in a potential suicide *gulp!*). When Inverting internal effects (Regeneration, San He) the caster must be conscious of what the exact effect is.

Metamorphosis

Category: Spell Magic
Range: Self
Duration: 1 hour + 20 minutes / level
Chi Cost: 15
Area of Effect: Caster
Saving Throw: None
Description: The caster can turn himself into any material, not-completely supernatural creature he knows as small as a fly or as large as a hipopotamus. The caster retains his own attributes and intelligence while gaining the benefits of the creature's physical form (enchanced soak for hard skin, natural weapons, wings, etc). The supernatural abilities the creature are out of the question (while a wizard morphed into a dragon hatchling would enjoy enhanced soak, natural weapons, and the ability to fly, he wouldn't have the dragon's breath weapon, nor any other mystical abilities of the dragon). While some supernaturals' forms can be used, those that are too aberrant are just out of the question (Golems, Wraiths, etc). Even while morphed, the sorcerer is not considered a supernatural creature for any criteria.

Mindscape

Category: Illusion
Range:  3 meters +1 / level
Duration: Special
Chi Cost: 10
Area of Effect: 1 target
Saving Throw: None
Description: The caster produces a powerful illusion exclusively on the victim's head. No one but the victim will percieve it. The illusion can be of just about anything the caster can concieve. Illusions of inescapable death (sealed chambers filling with acid, falling from 80,000 ft high) force the victim to a saving throw, failure indicating the victim dies from fright, and success meaning that the victim will awaken in 1d4 minutes (with a severe need of a new pants probably). Mindscapes induced on sleeping people enjoy a bonus of +3 to the spell roll. GMs are CLEARLY adviced to forbid completely this spell to muchkins or otherwise abusive players.

Greater Summoning

Category: Spell Magic
Range: 1 meter +1 / level
Duration: 1 scene
Chi Cost: 20
Area of Effect: 1 object
Saving Throw: None
Description: A superior summoning spell that allows the caster to summon any object short of an airplane (small helicopters are still ok). However, such wonderful creations are temporary at best. Again, GMs, remember game balance.

****Level 6

Contingency

Category: Ritual
Range: N/A
Duration: Special
Chi Cost: 20
Area of Effect: Caster
Saving Throw: Special
Description: A Contingency ritual is the preparation of a spell in advance, waiting for a trigger that will activate it. A spellcaster could ready a Swim as the Fish spell for the next time he was unwillingly thrown into a large body of water or a Teleport that would activate when the spellcaster suffered damage equal to half of his hit points. A single Contingency ritual can only contain one effect, but the caster can cast on himself (or others) as many Contingencies as needed.

Destroy Magic Barriers

Category: Spell Magic
Range: 3 meters +1 / level
Duration: Instant
Chi Cost: 10
Area of Effect: target barrier
Saving Throw: Neg.
Description: The only known method of destroying Gateways, most Wall or Barrier spells, as well as Seals and Imprisonments. Works just like the Dispel Magic spell.

Enhance Magic 2

Category: Metamagic
Range: 4 meters
Duration: Instant
Chi Cost: Special
Area of Effect: 1 target spell
Saving Throw: Neg.
Description: This version of Enhance Magic boost a spell agumenting its effects and/or damage. The Chi cost of boosting a spell is the base cost of the spell to enhance all over again. All other conditions of Enhance Magic 1 apply

Gateway

Category: Ritual
Range: N/A
Duration: 5 minutes
Chi Cost: 30
Area of Effect: 2 meter radius, vertical surface
Saving Throw: None
Description: A Gateway is a magic portal to another place. At the moment of finishing the ritual (doesn't take that long) a vertical hole rips in the air and everyone present can see through the other side where the Gateway leads to. A Gateway can transport an infinite number of persons anywhere in the world.

Impenetrable Wall

Category: Spell Magic
Range: 6 meters
Duration: Special
Chi Cost: 6 Chi / turn
Area of Effect: 3 square meters / level
Saving Throw: None
Description: A rectangular force wall that is completely impervious to all harm: kinetic impacts, energy, explosions, radiation, nothing passes through (not even charaters in Ghost Form). The Impenetrable Wall cannot be Displelled, but it can be Destroyed.

Protection from Spirits

Category: Ritual
Range: Self
Duration: Special
Chi Cost: Special
Area of Effect: Caster
Saving Throw: None
Description: This spell constraints the barriers between the spirit worlds and our own around the caster. As a result, the caster enjoys a bonus equal to his Focus+Sorcerery on his saving throws against any of the following

* Physical or Focus damage by any spirits or astral beings
* Possession of any kind
* Magic and psychic powers, as long as the attacker is on another plane of existence

The protection can be mantained undefinitely, but as long as it is on effect the spellcaster's Chi base drops by 6 points.

***Level 7

Create Magic Seal

Category: Invocation / Ritual
Range: 20 meters
Duration: Permament
Chi Cost: 150
Area of Effect: 1 place
Saving Throw: None
Description: The legendary spell that seals things to never be seen again. Like the Lesser Seal, but infinitely more potent and can seal spaces as big as whole catacombs. Against the Destroy Magic Barriers spell, the Magic Seal saves imposes a penalty of -5 to the Dispelling sorcerer's spell roll.

Dimensional Gateway

Category: Ritual
Range: N/A
Duration: 1 minute
Chi Cost: 50
Area of Effect: 1 meter radius, vertical surface
Saving Throw: None
Description: As the Gateway spell, but this ritual is used to travel among another worlds and dimensions. The destination must be familiar to the spellcaster in order to cast the ritual.

Magic Jar

Category: Ritual
Range: N/A
Duration: Permanent
Chi Cost: 100
Area of Effect: Phillactery
Saving Throw: Special
Description: What one could call an 'immortality' spell. The spellcaster prepares a special piece of phillactery for transferring his life force there. While the sorcerer's life force is within the phillactery his body is in a suspended animation-like state and completely vulnerable. When another person comes near the phillactery, the sorcerer can make an attemp to take the person's body. A saving throw takes place for the victim, failure indicating the sorcerer takes the victim's body and the victim's body is trapped in the magic jar. If the case be that the wizard is killed while in another person's body, the wizard's soul returns to the magic jar and the victim's soul well.... a pity, he was a nice fella. In order to take another body, the sorcerer's soul must first return to the magic jar and discard the body he's using at the moment. The cycle continues until the phillactery is destroyed somehow.

Protection from the Supernatural

Category: Invocation / Ritual
Range: Self
Duration: Special
Chi Cost: Special
Area of Effect: Caster
Saving Throw: None
Description: A ritual akin to that of protection from spirits, but even more powerful. While in effect, the caster enjoys the following benefits:

* The caster is immune to any and all charms and otherwise mind altering effects from supernatural creatures (a vampire's gaze, the werefox' charms, etc)
* Summoned, extraplanar creatures can't enter in physical contact with the caster.
* The caster enjoys a bonus of his Focus+Sorcerery to save against any magic, psychic powers, or natural powers from supernatural creatures.

The protection can be mantained indefinitely, but while doing so, the caster's base Chi drops by 25%

Spell Turning

Category: Metamagic
Range: 1 meter / level
Duration: Instant
Chi Cost: 10
Area of Effect: 1 target spell
Saving Throw: Neg.
Description: The ultimate magic protection, consisting in turning a spell targeted at the caster back towards the offending spellcaster. For it to work, a succesful saving throw must be made by the caster.

****Level 8

Imprisonment

Category: Invocation
Range: 20 meters
Duration: Permament until freed
Chi Cost: 200
Area of Effect: target creature
Saving Throw: None
Description: The most powerful invocation maybe, this spell can imprison forever a creature or evil entity inside a place or object. Once imprisoned, the creature enters in a state of suspended animation and is trapped until freed somehow. This spell can imprison even a god, but if that's the case, the Imprisonment spell must be learned to imprison that god specifically (ie if you want the spell to work on anything else, buy it again). Places where a powerful beign is imprisoned can be identified because they're usually also surrounded by VERY powerful Wards and Seals. However, as is the case with Seals, Imprisonments are not perfect, and enough time of research can lead to the way of destructing an Imprisonment or a Seal (however, some may take as long as ceturies or even millenia to figure out according to how powerful the being who set the Seal or Imprisonment was). As with the Magic Seal, Imprisonment imposes a -5 penalty to all attemps of using Destroy Magic Barriers.

Metamorphosis: Others

Category: Spell Magic
Range: 1 meter / level
Duration: Permanent
Chi Cost: 50
Area of Effect: 1 target
Saving Throw: Neg.
Description: This hideous spell transforms an unfortunate victim into another creature. The victim transforms into the new creature completely, adopting all its features, physical and mental attributes, and supernatural abilities (should there be any). For all effects, the victim is now a creature of that type. If the new form is that of an unintelligent creature, with time the victim's mind and personality will fade away as he slowly becomes that creature. If the new form is an intelligent creature, soon the transformed victim will start thinking and behaving just lika a creature of that type (a human turned into a goblin will soon start thinking like goblin, liking goblin things, and even stop thinking himself as a human in a goblin's body, but a true goblin). Only another Metamorphosis:Others can return the subject to his original form.

Metamorphosis: Supreme

Category: Spell Magic
Range: Self
Duration: 1 scene
Chi Cost: 65
Area of Effect: Caster
Saving Throw: None
Description: The ultimate metamorphosis spell. MS (not microsoft) can turn the spellcaster into any creature he desires below demigod status for the duration of the spell. The forms the caster assume possess all physical and supernatural abilities of the original, including health points, physical attributes, etc. The caster retains his own mental attributes however. Nevertheless, spellcasters are adviced that, as well as getting his new form's powers, they also get their weakness (a caster who morphs into a werewolf is vulnerable to silver and so)... moreover, while morphed, the caster is assumed supernatural creature (can be Banished, controled, etc).

Permanency

Prerequisites: Enchantment 5
Category: Metamagic / Ritual
Range: N/A
Duration: Permament
Chi Cost: 150
Area of Effect: target spell
Saving Throw: Neg.
Description:As the name implies, this spell takes any Chi working and makes it permanent. While this could be a blessing for most effects, for others could be the begining of a nightmare.

***Forgotten Spells - The Magic of Legends

As the name implies, this is the kind of magic that player characters will NEVER have... but I'm putting here just so they know it exists. However, if a player anounces he's retiring his character, then learning one of these might be a great way of either retiring the character or turning it into an NPC.

Call of Empowerment

Prerequisites: Enchantment 9
Category: Spell of Legend
Range: 9 meters
Duration: Permanent
Chi Cost: ???
Area of Effect: 1 target
Saving Throw: None
Description: The misterious method how the 'mystic champions' are created. The target of this spell recieves powers as per the Transformation weird power.

Destroy Magic

Category: Spell of Legend
Range: Line of sight
Duration: Instant
Chi Cost: ???
Area of Effect: 1 target
Saving Throw: Special
Description: The most effective way to DESTROY any Chi working. Spell magic and other Chi workings are inmediately and automatically interrupted/dispelled (no saving throw). Artifacts are either destroyed or turned into useless junk and empowered characters are left stripped of their powers (artifacts and Transformation characters enjoy a saving throw...not like you're gonna beat the roll of someone as powerful as to know this spell anyway...).

Immortality

Category: Spell of Legend
Range: N/A
Duration: Permanent
Chi Cost: ???
Area of Effect: Self or others
Saving Throw: Neg.
Description: Let's get one thing straight... immortal is NOT the same as indestructible ¿ok?. The subject of this spell will never grow any older, and will live forever until destroyed.

Invulnerability

Category: Spell of Legend
Range: N/A
Duration: Permanent
Chi Cost: ???
Area of Effect: Self or others
Saving Throw: Neg.
Description: Self-explanatory... the character is impervious to all forms of physical harm and is only vulnerable to the passage of time. However, remeber that psychic abilities and spell magic can still have effects on an invulnerable character, as are stun-guns, Vital Points, gas, etc (however, magical energy attacks will still be harmless, as will be lethal gas, etc)
"....So, little Alex became a Dragonmaster....
how endearing! You came all the way to save your
prescious Luna but you're too late! ¡I'm now in complete control of the goddess! Face it...You don't stand a chance dragonboy....
                  
---Ghaleon, Lunar: the Silver Star