Magick for Highlander: The Gathering
by Kevin Brammer

Effect PointsDuration DistanceArea of EffectPower
0InstantTouch Self0
11 Turn5 Feet 1 Target1
22 Turns10 Feet 2 Targets2
31 Scene20 Feet 4 Targets3
41 HourLine of Sight 8 Targets4
51 Day1 Mile 16 Targets5

And so on…..

The maximum amount of Mana that can be found naturally in an area is equal 1d10. If the effect exceeds the natural amount of Mana in a given area than either the effect does not occur or Mana accessed from a Load is used to compensate to make the effect possible.

Load: is a material object(crystalline in structure) that is able to store Mana.

Rolls for Magick use: Intelligence + Magick Skills (every botch equals 1d10 damage to the Mage).

Magick Skills:

Admittance: Is the Magical effect used to unlock all mechanically locked objects. It does not disarm any alarms or traps on the object.

* Novice: Padlocks are not a problem.
** Practiced: You no longer need Credit Cards, screw drivers, and crow bars
*** Competent: You ask other thieves why they use lockpicks.
**** Expert: The Bank manager wonders why you don't want the key to the vault.
***** Master: Houdini wound die of envy.

Allure: Is the Magical effect that increases the target's appearance.

* Novice: adds 1 to appearance.
** Practiced: adds 2 to appearance.
*** Competent: adds 3 to appearance.
**** Expert: adds 4 to appearance.
***** Master: adds 5 to appearance.

Aura: Is the Magical effect to be able to read auras and magical auras.

Bolt: Is the Magical effect that allows the user to emit energy bolts.

* Novice: Standard damage int + 1d10
** Practiced: Standard damage int + 2d10
*** Competent: Standard damage int + 3d10
**** Expert: Standard damage int + 4d10
***** Master: Standard damage int + 5d10

Burst: Is an energization of the user's aura and will only effect targets within a maximum of 5 feet in radius.

* Novice: Standard damage int + 1d10
** Practiced: Standard damage int + 2d10
*** Competent: Standard damage int + 3d10
**** Expert: Standard damage int + 4d10
***** Master: Standard damage int + 5d10

Compression: Is the magical effect that allows the user to compress a load.

Dispel: Is the Magical effect that allows a Mage to dispel a target's Magical effect.

Fly: Is the Magical effect that allows the user to fly with a maximum speed of 2d10+Power.

Heal: Is the Magical effect used to heal self and others.

* Novice: Heal 1d10.
** Practiced: Heal 2d10.
*** Competent: Heal 3d10.
**** Expert: Heal 4d10.
***** Master: Heal 5d10.

Hidden: Is the Magical effect that allows a target to hide within and away from crowds.

Illusion: Is the Magical effect used to cause a false or misleading impression of reality.

* Novice: Little kids are fascinated by your "tricks".
** Practiced: Stage magicians ask you what's your secret.
*** Competent: What Statue of Liberty?
**** Expert: David Copperfield has nothing on you.
***** Master: People believe you when you say the sky is falling.

Invisibility: Is the Magical effect that allows a Target to appear invisible to all known means of sight, and visual recording.

* Novice: You are invisible to one person.
** Practiced: You are invisible to two people.
*** Competent: You are invisible to three people.
**** Expert: You are invisible to four people.
***** Master: You are invisible to five people.

Light: Is the Magical ability to produce light.

Mist: Is the Magical effect used to create mist.

Portal: Is the Magical effect that allows a target to open a locational portal to another and is limited to the distance that is specified in the above table.

* Novice: Can portal one person to a near by location.
** Practiced: Can portal one person out of a city.
*** Competent: Can portal one person to a different country.
**** Expert: Can portal two people anywhere.
***** Master: Can portal more than two people anywhere.

Shield: Is the Magical effect that allows the user to erect a force shield around a target.

* Novice: negates 1d10 (diff 6)damage.
** Practiced: negates 2d10 (diff 6)damage.
*** Competent: negates 3d10 (diff 6)damage.
**** Expert: negates 4d10 (diff 6)damage.
***** Master: negates 5d10 (diff 6) damage.

Silence: Is the Magical effect that allows a target to move with absolute silence, although it will not stop voluntary sound.

Empowering Loads:

To empower a Load one must be at a node sight. And then must use the skill of Compression to "compress" the Mana into an object. The Formula for "compressing" Mana is equal to intelligence + compression with a difficulty of 6. For every success the Load has gained 3 unit of Mana. To find out the maximum amount of Mana a Load can handle is equal to the sum of 3d10. For every 3 botched 10 units of Mana is lost from the Load. If the Load should become empty while during compression than it shatters doing 12d10 damage. Loads must have a crystalline structure.


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