Wizards, Sorcerors, Mages, Etc.
No matter how you phrase it, the only reason your here is you want to learn magic.
The author of the Players book in the advanced set put it this way. "Magic in the
Marvel Universe is a can of worms, that once opened, may be difficult to contain."
I personally feel that is an understatement. Everytime I get something written down
I think of a better way to do it. So treat all the rules as temporary. For the most
part the following is as it appears in the Players book. I added a few of my advantages
though.
Being a magic user has its advantages and disadvantages like any other background. Ok I'll be
honest, Every other background doesn't have to worry about endangering the multiverse
on a failed Power FEAT. But Hey, Nobody's perfect! Its all part of the fun.
Before everyone starts reaching for the escape key, I'd better bribe them with the
advantages.
Advantages: Some of these You know from Chapter one but this seems like a good time
repeat them.
- Wizards gain an extra 2 powers (always Good)
- Wizards gain +2cs to starting Psyche (also good)
- You may choose Eldritch bolt/shield as first two powers (offensive and Defensive abilities from start. What more do you want?)
- Learning new spells cost 500 karma with a suprise rank (hey its better than 3000 + 40 x starting rank)
- It only costs 50 Karma for power stunts
- All mages have an ear for magical power, and are aware of its use in their area.
The casting of a spell that will affect a 10 mile area will alert any mage of that
power level or higher in that area. (hmmmm that one could actually go either way)
And then the disadvantages
- All spells are run through Psyche (or applicable rank, usually psyche)first, then the spell effect. (could be good or bad)
- Karma gains are normal, but Karma losses are Doubled. Reasoning is that the mage know how all things are connected. (ok I admit this stinks)
- Extra dimensional Contacts cost double (You REALLY want these)
- When spells fail bad things happen... Really bad things happen...I wouldn't forget the judges birthday if I were You.
Casting Spells This entirely depends on which kind of energies the spell/power
uses. Here is a list of powers from the players book broken into
Personal/Universal/Dimensional catagories
Personal Energies: derive of a characters own Spirit, Mind, Body. In General these are
useable only on caster himself or willing targets.
Casting Personal energies: These are automatically available,
but may only be used on the caster or willing targets. A green Psyche FEAT is required
for success. These spells require no chanting or gesturing to succeed. For each turn
of power use the caster loses one health point. If health hits 0 you fall unconscious
you will not get an endurance FEAT unless dire. The example in the players book is if the
player falls unconscious over an active volcano. (oops actual its an active Nuclear Reactor...but you get the idea)
Universal Energies: Ambient energy from the mage's own dimension, and are
tapped by the mage. Most forms of attack, teleportation, illusions etc.
Casting Universal energies: This depends on the type of spell. All spells
that effect the Psyche or abilities of the target grant that target a Psyche
FEAT to avoid the effect. Treat the casters Psyche as the intensity of the attack.
If the target's FEAT succeeds the caster loses 1 rank of Psyche for 1-10 turns
If Psyche is reduced below GD the mage loses the ability to cast spells. Universal
spells require a gesture or chant to cast, and the caster must have his hands and mouth
free.
Dimensional Energies: Energies not native to this dimension. Either being a part
of that dimension (Rings of Raggador) or granted by a powerful native of that dimension
(Ikonn or Dormammu)
Casting Dimensional energies: These spells may duplicate those of Personal or
Universal effects, but draw their power from outside sources. Those extra dimensional
entities on the mage's contact sheet are considered Friendly (I told You these are
important!) Those not listed are considered Neutral or Unfriendly. Those the mage
has personally offended (bad, Bad really BAD Idea!) are considered Hostile.
Dimensional spells automatically have an initiative of 10 and require both
chanting and gesturing to entreat the force to respond.
To cast a spell using dimensional energies, make a popularity FEAT using the caster's
Psyche as popularity. If successful the spell goes off as noted.
H O W E V E R . . .
If the FEAT is UNsuccessful, there is still a magical effect.
- Friendly Entities: The spell goes off at -3cs less powerfull as expected (You
REALLY want those Contacts)
- Neutral Entities: The Spell simply fails
- Unfriendly Entities: Judge must make a choice if the entity responds as Neutral
or Hostile. If all else fails, 1d10 1-7=neutral 8-0=Hostile (You know you really should have at least sent your favorite judge a CARD!)
- Hostile Entities: If the being is hostile tehn retribution is swift and sure and
totally up to the judge. If the the being is hateful of all life, a gate may be opened,
allowing to enter this dimension. if the caster is in combat, the being called upon
may aid the opponent. If the being is rather a dimension, the caster may find himself
suddenly sucked into that dimension, before that being or just tossed into another
dimension entirely. It is not a good idea to summon Hostile Beings (or forget a judges
Birthday)
Shifts for casting spells
-1cs If the target is from different dimension than the caster
If the caster is in astral form
-2cs If the target is more than 30ft in size or occupies more than one area
+1cs If the area in which the spell is cast is familar to the mage or the powers
he invokes (home turf advantage)
+2cs If the spell is cast in Ceremony
If the form of the spell comes from an ancient book or tome found during the
campaign
+3cs If the target of the spell is a willing subject for dimensional and universal
Energies
A ceremony is an established ritual by which certain actions are taken to
achieve desired results. Ceremonies are only used for universal and Dimensional
energies. A ceremony takes a number of rounds equal to the rank number of the spell
being cast.
Magical abilities/limitations
Spell Rank Duration Area of Effect Standard Damage
Sh0 none none none
FB 1rd touch 2
PR 1rd touch 4
TY 1rd touch 6
GD 1rd same area 10
EX 1 min 1 area 20
RM 1 hour 2 areas 30
IN 1 day 5 areas 40
AM 1 month 12 areas 50
MN 1 year 1 sq mile 75
UN Perm 10 sq mile 100
ShX Perm 1 planet 150
ShY Perm 1 planet 200
ShZ Perm 1 planet 500
CL1000 Perm 1 dimension 1000
CL3000 Perm 1 dimension 3000
CL5000 Perm 5 dimensions 5000
BY Perm ALL Infinite