Magick for Highlander: The Gathering
by Kevin Brammer
| Effect Points | Duration | Distance | Area of Effect | Power |
| 0 | Instant | Touch | Self | 0 |
| 1 | 1 Turn | 5 Feet | 1 Target | 1 |
| 2 | 2 Turns | 10 Feet | 2 Targets | 2 |
| 3 | 1 Scene | 20 Feet | 4 Targets | 3 |
| 4 | 1 Hour | Line of Sight | 8 Targets | 4 |
| 5 | 1 Day | 1 Mile | 16 Targets | 5 |
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.