Powerful and Frightening the magic user is able to tap into and channel the powers of the world around him. He can cast down opponents from far, dissappear in a moments notice without hesitation or thought, cauz fires to explode from mid air and to create illusions so real that one may never again know what is real and what is not...
Magus:
Minimum Requirements: Stamina 15, Wisdom 12, Int 13
Magi Start with the following Combat Values:
Combat Value: | Begining Score: | ||
Attack | Str ÷ 8 | ||
Dodge | Swift ÷6 | ||
Magic Dodge | Int ÷4 | ||
Parry | Int ÷7 | ||
Targeting | Dex ÷6 | ||
Magic Targeting | Int ÷4 |
Magi Start off w/ 3 weapon skill points to use as he deems fit.
Bonuses: All magi begin the game with (stamina÷2)×10 magic points at their disposal to use as he or she wishes. Magi also begin with their (Intellegence÷5) in their Magic skill.
Magus, also known as Magi are the early stages of a full pleged Wizard. They draw there magical power from within themselves. The draw back to this however is the strain it puts on his body, Major workings tend to leave the Magus weakened or even unconscious if they aren't careful. Thus when casting anything but simple magic a Magi undergoes Stamina drain. This is a tempory loss and can be recoved at a rate of 1 point per day of general rest. General rest consists of the character doing nothing strenous. Complete bed rest (where the user does nothing) Will recover any lost points at 3 a day.
Strength of Spell | Points of Magik | Stamina Drain |
Minor | <10 | 0 |
Mediocre | 11-30 | 1 |
Powerful | 31-50 | 2 |
Major | 51-75 | 6 |
High | 76-100 | 9 |
Greater | >100 | 14 |
Effects of stamina drain: When a magi's stamina is depleted, he lapses into unconsciousness. The only methods by which stamina can be regained are either through rest or the touch of a healer. Additionally, if a magus ever depletes his/her stamina to less than zero she runs the risk of complete burn out or even death. If the magus fails a stamina check, she dies. Those who drop to exactly negative one stamina have a hope of recovering through much rest and the administrations of healers, all others have no hope of recovering and are all but lifeless husks. The lucky few who recover from their near death experiences are never able to work magic again for so long as they may live.
Recovery: Stamina is recoved at the rate of 1 per day. A healer may also restore lost Stamina but does so as if healing 3 points of damage per 1 point of Stamina lost. Magic is recovered by rest at a rate of the magi's magic skill x2 per hour of rest. Meditation will triple this recovery. While any activity will cut recovery by 1/2
Energy Blast Attack:
Magic users can use an energy blast attack dealing damage
equal to their magic skill rating at no mp cost *.
However if more than the Magi's stamina is launched without the
magi resting, Stamina drain is applied to every blast there
after. This type of Stamina drain however is easier to recover
from.(a rate of 2 per hour of rest 1/2 this rate if no rest). A
magi can launch one from each hand at the same time if he wishes
but the damage is divided up equally (instead of one blast doing
2 points of damage...each does 1 point of damage) fractions
rounded down.
To hit a Magi Adds his Magic Skill and his magical targeting
skill together and must roll the total or below to successfully
hit. This attack is dodged with the regular dodge roll unless
magic is being added to increase the damage.
*note*Magi can use magic points to up this damage.
So What can be done with Magic?
Anything you can imagine can be done with magic. Damage however is done at a conversion of 10 magic points equalling 1 point of damage. However for a magi to use his magic to heal it is 15 points of magic required to heal 1 point of damage. Also magi can use magic to add damage to their energy attack. (listed above) This is the normal magic cost per point of damage added. (so a magi using his energy attack of 2 damage can up it to 3 for the expenditure of 10 magic...or up to 4 for 20 magic) Stamina drain applies to any magic used in this fashion.
Wizard
When a Magi's magic skill reaches that of a 6 he may transend unto a wizard. Few however have the willpower to harness the unheard of power that wizards can tap, and merely continue on as a Magi until he can furthur his ability no further.
Minimum Requirements: Stamina 15, Will 17, Magic skill 6, Wis 12
A Wizards Combat values stay the same as when he was a Magi.
Bonuses: Wizards cast using but 1/4 the magic a Magi
needs to use for his magic, When wizard status is achieved all
magic points from the magi class are lost and the wizard begins a
new w/ his (Willpower÷2) x 5 in magic points to use. Wizard's
energy blasts do 1d10 damage automatically (even if using 2
attacks as listed under magi)
Down Side: Wizards gain madness for using too much
powerful magic..
Wizards are advanced magi whom have master their magic. Wizards have learned to draw their magic from the source and store it in themselves. This tends to be the most potent magic around and many whom have seen it fear it in the hands of those whom either cannot wield it properly or have evil intents for the usage of this power. This power is extremly potent and pure. All magic cast by a mizard is done so by spending but 1/4 the cost a magi would spend (ie. Magi spends 100 mp...Wizard spend 25) . This power however comes at a price for if a wizard casts too much magic of an extreme nature he will slowly grow more and more power hungry, the effects of this is maddness to those whom are not to careful.
Strength of Spell | Points of Magik | Points of Madness |
Minor | <5 | 0 |
Mediocre | 5-35 | 1 |
Powerful | 36-50 | 2 |
Major | 51-75 | 6 |
High | 76-100 | 9 |
Greater | >100 | 14 |
However wizards must be careful when using their magic as they are use to it in its lower, less potent form. More than one wizard has lost control of his new found power in the early stages. When a wizard first starts off in his new found power they must make sure not to excess in their usage of power. Doing so will result in permanent madness points.
Madness: When a wizard's madness points exceeds his/her will rating, the wizard is driven mad with power. Points are cumulative between stories, but do bleed off over time, at the rate of one point per day of using no magic that would cause further madness accumulation.
It is suggested that game masters give wizard players a chance to rest every now and again, to prevent the madness from becoming a crippling limitation as opposed to a balancing rule.
Recovery: Only those few wizards whose madness rating exceeds their will rating by exactly one point may hope to recover naturally from the madness. If and only if no magic is worked that will add madness points to the wizard's rating will the madness bleed off. During the recovery period, the wizard may not cast any magic until his/her rating has returned to zero. Magic points are recoved at a rate of 10 per magic skill level the wizard has per every 6 hours of meditation on a stream-line of magic. These stream lines are found virtually everywhere you go. If no meditation is offered then the Wizard regains his skill level worth per day.
Addiction: Working the power of the source is addictive, for the flow of the power through the veins of a wizard is akin to the greatest level of ecstasy that is able to be withstood by a mortal body. To prevent the addiction from taking hold the wizard must pass a will check when the GM deems that (s)he has been drawing upon the source in excess.