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(Deep Magic);
Deep Magic is a mysterious discipline, believed
to have roots in both psychic and magical
energy, as it requires only concentration to
create a spell-like effect, but gives no tell-tale
component like gestures or chants. It seems to
be associated with chaos but, like sorcery, its
power can be used for good or evil.
Deep Magic in RelPek works the same way as
Advanced Magics Deep Magic, but with the
following changes:
A POW of 16 is required to learn Deep Magic.
Magi choose a Sphere and Glyph to specialize in
at the beginning of their careers, and may
prepare up to Half of their INT in spells at any
time, recording other ideas as Deep Magic Spells
in their spell books (if desired). Deep Magi can
specialize in a different rune (One more Sphere
or One more Glyph) for every 6 points of INT
above 16.
Casting outside the Specialization:
The success of spells used outside of the Magis
specialization rely on INT, rather POW. Before
casting such a spell, the sorcerer must make a
special Idea roll, based on the mages INT, less
the number of Magic Points needed to cast the
spell, and multiplied by 5. If the Idea roll fails, or
if 96% 100% is rolled, then the spell does not
work and the caster loses 1 Magic Point.
Ooze
Water
Ice
The Astral Plane
Mind/Spirt
Astral Plane
Ethereal Plane
There are three Sub-spheres within the PrimeMaterial Sphere; Flesh, Fauna, and Spirit. Each
considered to be one place from the other two
(Imagine a triangle).
FLORA: The spawn of earth. This Sphere
includes all vegetation, from the lowliest fungi
to the greatest of trees.
MIND/SPIRIT: Intellect, mind emotions and the
soul, POW and INT the base from which all
senses are judged to have emerged from.
FLESH: This sphere covers all aspects of physical
being, including natural animals, insects, fish,
birds, reptiles and of the physical world.
Anything that directly affects the flesh is the
province of this Sphere.
Positive
and
Negative
Energy
Planes
Air
The Ethereal
Plane
The Ethereal
Plane
Ooze
Water Ice
The Ethereal Plane
THE ETHEREAL: Also known as the Bardo. This is
the plane that wraiths and spirits who cannot
pass to either the higher or lower planes get
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Inhibition
Direction
Diminution
Dismissal
Creation
Duration of Magic:
Rounds per point of Magis POW.
Number of Targets:
Single target or creation of single area-effects.
Single area-effects (field of fire, for example)
grant 5 diameter of effect.
+1 MP to increase the radius of the effect by 5
feet.
Note that in the case of spells that dont have an
effect which cannot described in terms of area
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Creation (expansion/growing):
Expands inert matter only; a plank can be
created from a splinter, but a tree would not
grow from a seed. Requires a 1/10th of the
material that is to be created as a seed; Follows
the rule of 4; for every 4 points of POW, one pint
of liquid, or 10 pounds of material, or 1 cubic
foot of gas. Expansion is permanent by default.
Poisonous and rare materials are halved in the
amount of material created and require a
difficult luck roll.
Potions can be expanded (require a full dose as
a seed). This requires a Difficult Idea roll:
Other Effects:
Use the Rule of Four for deeper and other
Effects: when a magi wishes to use one of these
effects in a way thats different from how its
noted below, or when the player desires an
effect that is not otherwise noted, it may seem
appropriate to add to the cost. I suggest using
the Rule of Four; simply add 4 MP to the cost.
For instance, if a comrade is dying on the field,
due to being stabbed by an orc pirate, and the
Magi is the only healer nearby, but Flesh is not
one of his specializations. Rather than leave his
comrades life to chance, he uses a MindSpirt/transmutation effect to anchor the
comrades soul his body. This buys he party
several rounds in which to heal the damage to
his body before his soul departs (this assumes
there is enough of the body left to warrant
healing). 2 points seems a little low for this lifesaving effect, so the GM can decide the Rule of
Four comes into play here. The cost is now 6
MP (which can be mitigated if the magi both
speaks and traces the glyph in the air).
As another example, the players have capture a
suspected member of an assassins guild and
wish to use speak to mind to wrench the secrets
of the guild from the prisoners mind. Add 4
and a POW vs POW contest per secret (the
Name and role of each contact, how they
contact each other within the guild, etc).
BONDS UNBREAKABLESphere: Flesh. Glyph:
Inhibition. By manipulating the Flesh sphere
with the Inhibition glyph, the mage creates
tendrils of magical energy that bind and clasp
whatever the spell has been cast upon. Like the
Magic World spell, a POW vs. POW roll is
needed to break the effect. If another mage is
Sample Spells:
Note that the following spells were made using
a Magi who has the unusually high INT of 16 and
POW of 18, with the specializations of Fire, and
Enhancement. Ive allowed spells to be
memorized more as templates, with variables
being adjusted for the situation as noted.
Spells that have their rune-types in bold will also
require an Idea roll to be successfully cast.
Increasing the cost of the spell may lower the
chance of a successful Idea Roll.
Flash
Cost 2/level
8
(Fire/Creation)
Target takes 4 fire damage, requires POW vs
POW or Dodge if changed to AoE, Instant
Duration
Range POW X 10
Cost +1 to extend 5' diameter.
Chance of Success: 70% or lower (minus 5% per
MP required).
See Aura
Cost 4
(Flesh/trans)
Alters the caster's vision to be able to see
magical emanations and the relative POW and
alignments of objects and beings in range May
require POW vs POW
Chance of Success: 60% or lower (minus 5% per
MP required).
Light:
Cost 5/level
(Positive Energy/Creation)
Fills an area with light, 30 foot diameter
POW minutes (HR duration, +6 MP hours)
Chance of Success: 55% or lower (minus 5% per
MP required).
Spirit Amor
Cost 6/level
(Spirit/Diminution)
Reduces the effects of magical attacks upon the
target by 4 levels, with a minimum of 1 level
affecting the target.
Cost +5 to increase protection 4 levels
Cost +1 to extend 5'radius
Chance of Success: 50% or lower (minus 5% per
MP required).
Travel Lightly
Cost 5 +
(Positive Energy/Transmutation)
Target travels as a beam of light between two
points visible to caster and within range
Range: POW X10
Cost +1 per 4 max SIZ of target
Cost +1 per 5' radius of targets.
Chance of Success: 55% or lower (minus 5% per
MP required).
Invisibility
Cost 5+
(Positive Energy/Diminution)
Turns target invisible until they attack, up to the
duration. Target may spend an attack action to
return to invisibility.
Cost +1 per 4 max SIZ of target
Cost +1 per 5' radius of targets.
Chance of Success: 55% or lower (minus 5% per
MP required).
Fire Extinguisher
Cost 4/lvl
(Fire/Diminution)
Extinguishes 4 points or 1 Die (D6) per lvl worth
of flames in 5' diameter
Cost +1 per 5' radius of target
Chance of Success: 60% or lower (minus 5% per
MP required).
Flame weapon(s)
Cost 5/level
(Fire/creation)
Sheaths a weapon in flames (damages wooden
weapons) to inflict 4 extra fire dmg per hit.
POW vs POW if wielder is unwilling
Cost +1 to extend 5' diameter
Chance of Success: 55% or lower (minus 5% per
MP required).
Mighty Dodge
Cost 6/lvl
(Flesh/direction)
Makes a target twitchy but enhances defensive
rolls by 10% per lvl. (Subtract half from
communication skills)
Cost +1 to extend 5' diameter
Chance of Success: 50% or lower (minus 5% per
MP required).
Heal Wounds
Cost 5/level
(Flesh/Enhance)
Target heals 4 damage by accelerating natural
healing for the target.
Cost +1 to extend 5' diameter
Chance of Success: 55% or lower (minus 5% per
MP required).
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Toughen Skin
Cost 5/lvl
(Flesh/Enhance)
Grants Target 4 AP/lvl but reduces Dex and MOV
by 2 per level and Physical skills by 5% per level.
Cost +1 to extend 5' radius
Increasing protection increases penalties.
Chance of Success: 55% or lower (minus 5% per
MP required).
Identify
Cost 4
(Spirit/transmutation)
Caster learns the magical properties of target
object (if enchanted) via a direct mental
connection. (May require POW vs POW)
Chance of Success: 60% or lower (minus 5% per
MP required).
Charm Being
Cost 8
(Spirit/Transmutation)
Charms a creature inimical to the caster, causing
it to defend the caster and attack those who
attack him.
Being is favorably disposed to the caster for the
duration of the spell. POW vs POW
Cost +1 per 5' radius of targets.
Chance of Success: 40% or lower (minus 5% per
MP required).
Mindlink
Cost 4
(Spirit/Transmutation)
Allows telepathic communication between
target(s) and the caster via surface mental
bonding.
Cost +1 per 5' radius of targets.
Chance of Success: 60% or lower (minus 5% per
MP required).
Undo Magic
Cost 7/lvl
(spirit/dismissal)
Cancels/reduces/suppresses magic with POW vs
POW plus a bonus of 4/lvl to caster's POW
Cost +1 to extend 5' radius
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