Post by bluskreem on Jan 18, 2006 3:24:25 GMT -5
Just some ideas I've been kicking around
Goons (Modifier +2)
Each level of this modifier provides a lackey / henchman for the character. The Lackey may has five stones to allocate for Abilities and Actions.
Hyper Factor (DUR)
- As Healing Factor with out the Health stone growth
Energy Reserve (MOD # X 2)
This Modifier allows the character to store extra energy = to the modifier number.
Intangible - (3 point challenge)
The Player is permanently considered to be phased, they can not interact with physical object.
Mysticism (AN)
Not all Shaman know how to create magical barriers, or throw lightening. With this action a player may learn any of the paths of magic as if they had an equivalent level of mastery of magic. They may also use the action to identify aspects of spells being casts, or mystical artifacts as though it were concentration.
Feng-shui (AN + 2)
Feng-shui is the art of arranging the physical objects of an area to effect its Chi, or life force. This action imbues an area and all individuals in it with special properties
- Unlike other paths of magic Feng - Shui does not require the user to spend energy on the Time chart.
- Must spend a number of panels = to the AN in preparation to create a Feng shui effect
- Must spend energy = to the area effected
* 2 X healing / 0.5 X healing
* Energize / Lethargy ( characters regenerate extra energy per round)
*Bless / Curse (Good Luck)
* Bonuses to concentration checks, social skills
* Magic hindrance / or bonus (Either adds free stones to other magic effects or adds resistances)
Shamanism (AN +2)
A Path of magic that involves communing with spirits rather then commanding them. Uses the same restrictions as Witchcraft
Shamanism includes:
* Invoking (as summoning, however cost 2 X energy to use)
*Sense Spirit
* Commune with Spirits
* Healing
* Speak to Animals
* Banish Spirits (As if ranged attack verses intangible beings)
Ren Egyptian Magic (AN +2)
Power of true names, and Egyptian mysticism. Uses the same restrictions as Witchcraft
Ren Includes:
* Transform Self
* Defense Magic
* Defense Mental
* Bless / Curse
* Dream Walking
Alchemy (AN +2)
A Magic path with a long tradition. Unlike other paths of magic the user must have access to appropriate materials to create an effect, and is limited by the users Wealth as wells as Mastery of Magic Rating. No AN may exceed the user's Wealth Rating X 2.
Alchemy Includes:
* Potions / Poisons
* Halt Aging
* Transmute Materials
* Clear mind (Mental Defense for duration)
* Herbalism
Oneriomancy (AN +1)
Magic Traditions around the world make use of the power of dreams. Oneiromancy is a strange blend of psychic ability and magic to produce some truly odd effects.
Oneiromancy Includes:
* Travel / manipulate dreams
* Precognitive flashes
* ESP on dreaming individuals
* Make real (Can use as a unlimited ranged attack against a sleeping individuals)
* Cause illness
* Insight (gain free stones to Social Skills with Target)
Sorcerer (AN + 4)
*As Printed just more expensive
Goons (Modifier +2)
Each level of this modifier provides a lackey / henchman for the character. The Lackey may has five stones to allocate for Abilities and Actions.
Hyper Factor (DUR)
- As Healing Factor with out the Health stone growth
Energy Reserve (MOD # X 2)
This Modifier allows the character to store extra energy = to the modifier number.
Intangible - (3 point challenge)
The Player is permanently considered to be phased, they can not interact with physical object.
Mysticism (AN)
Not all Shaman know how to create magical barriers, or throw lightening. With this action a player may learn any of the paths of magic as if they had an equivalent level of mastery of magic. They may also use the action to identify aspects of spells being casts, or mystical artifacts as though it were concentration.
Feng-shui (AN + 2)
Feng-shui is the art of arranging the physical objects of an area to effect its Chi, or life force. This action imbues an area and all individuals in it with special properties
- Unlike other paths of magic Feng - Shui does not require the user to spend energy on the Time chart.
- Must spend a number of panels = to the AN in preparation to create a Feng shui effect
- Must spend energy = to the area effected
* 2 X healing / 0.5 X healing
* Energize / Lethargy ( characters regenerate extra energy per round)
*Bless / Curse (Good Luck)
* Bonuses to concentration checks, social skills
* Magic hindrance / or bonus (Either adds free stones to other magic effects or adds resistances)
Shamanism (AN +2)
A Path of magic that involves communing with spirits rather then commanding them. Uses the same restrictions as Witchcraft
Shamanism includes:
* Invoking (as summoning, however cost 2 X energy to use)
*Sense Spirit
* Commune with Spirits
* Healing
* Speak to Animals
* Banish Spirits (As if ranged attack verses intangible beings)
Ren Egyptian Magic (AN +2)
Power of true names, and Egyptian mysticism. Uses the same restrictions as Witchcraft
Ren Includes:
* Transform Self
* Defense Magic
* Defense Mental
* Bless / Curse
* Dream Walking
Alchemy (AN +2)
A Magic path with a long tradition. Unlike other paths of magic the user must have access to appropriate materials to create an effect, and is limited by the users Wealth as wells as Mastery of Magic Rating. No AN may exceed the user's Wealth Rating X 2.
Alchemy Includes:
* Potions / Poisons
* Halt Aging
* Transmute Materials
* Clear mind (Mental Defense for duration)
* Herbalism
Oneriomancy (AN +1)
Magic Traditions around the world make use of the power of dreams. Oneiromancy is a strange blend of psychic ability and magic to produce some truly odd effects.
Oneiromancy Includes:
* Travel / manipulate dreams
* Precognitive flashes
* ESP on dreaming individuals
* Make real (Can use as a unlimited ranged attack against a sleeping individuals)
* Cause illness
* Insight (gain free stones to Social Skills with Target)
Sorcerer (AN + 4)
*As Printed just more expensive