Magic (Kishanko)

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Elemental Magic

Elemental Magic is a matter of will and raw power. It draws heavily from the user's innate Elemental Balance, and as such, certain Elemental Magics will always remain out of reach to certain races. Unlike Sorcery, Elemental Magic is powered directly by force of will, without gestures or incantations to channel the raw Elemental Forces.

Some consider Elemental Magic to be the left hand path to power, as it is more draining then any other type of Elemental Force control, but is capable of many of the same feats as both Kensei Magic and Sorcery. In any case, none can deny that Elemental Magic is just as powerful, in the short term, as both Sorcery and Kensei Magic.

Power Template

  • Backlash -2
  • Deplete -2
  • Detectable -1 (Astral, Elemental)

All Elemental Magic: Armor (Optimized), Astral Projection, Aura of Inspiration, Block Power (Opposite Element Used only), Combat Technique, Companion, Exorcism, Mind Control, Mind Shield, Nullify (Opposite Element Used only), Reincarnation, Sixth Sense, Telepathy, Weapon

Air Elemental Magic: Environmental Influence (Silence, Temperature, Weather), Flight, Force Field, Insubstantial, Invisibility (Sound, Smell), Sensory Block, Supersenses (Indirect, Standard), Projection (Smell, Sound), Special Defenses (Freezing Cold, Lack of Air, High Pressure, Low Pressure), Special Movement (Cat-Like, Light-Footed, Wall-Crawling), Telekinesis (Air, General)

Earth Elemental Magic: Armor, Insubstantial, Land Speed, Shield, Special Movement (Balance, Cat-Like, Light-Footed, Untrackable, Wall-Crawling), Telekinesis (Earth, Metal), Transmutation (Non-living things), Tunneling

Fire Elemental Magic: Environmental Influence (Light, Temperature [up only]), Flight, Force Field (with Offensive), Special Defense (Overheating), Telekinesis (Fire)

Light Elemental Magic: Dimensional Portal, Environmental Influence (Light), Invisibility, Pocket Dimension, Projection (Sight only), Supersenses, Special Defense (Blinding Light)

Nature Elemental Magic: Alternate Form, Alternate Identity, Armor, Extra Arms, Features, Combat Technique (Judge Opponent) Healing, Metamorphosis, Plant Control, Regeneration, Resistance, Size Change, Special Defense, Special Movement, Super Strength, Telekinesis (Wood)

Shadow Elemental Magic: Dimensional Portal, Environmental Control (Darkness), Force Field, Invisibility, Pocket Dimension, Projection (Sight, Touch), Sensory Block, Supersenses (Darkvision)

Time Elemental Magic: Alternate Identity, Combat Technique (Lightning Reflexes), Companion (Duplicate), Dimensional Portal, Elasticity, Force Field, Precognition, Supersenses, Super Speed, Telekinesis, Teleport

Water Elemental Magic: Environmental Influence (Temperature (down), Weather), Supersenses (Indirect), Special Defense (Freezing Water), Special Movement (Water-Walking), Telekinesis (Ice, Water), Water Speed

Elven Magic

Elven Magic works in harmony with the Balance and with the Elemental Forces of Light and Nature. Like the Balance itself, Elven Magic has a positive side, and a negative side. The positive side is a life giving force, used to help and heal. The negative side is a life destroying force, used to defend and destroy.

Like the Elven Magic itself, the elves are divided into two groups, the Light Elves who use only the positive side of Elven Magic, and the Dark Elves who use only the negative side of Elven Magic. Both groups live together in the elven communities, in accord with the Balance and with Nature, where nothing is wholly good or evil. However, few elves are capable of following the Dark path safely, and most elves are Light Elves as a consequence.

Power Template

  • Activation -1 (Singing)
  • Deplete -1
  • Detectable -1 (Astral)

Light Elven Magic: Astral Projection, Environmental Influence (Light, Weather), Healing, Illusion, Plant Control, Regeneration, Telekinesis (Wood)

Dark Elven Magic: Astral Projection, Exorcism, Environmental Control (Light, Weather), Metamorphosis, Super Strength, Telekinesis (Wood), Weapon

Enchantment

The creation of Magic Items, that is, self sustaining or triggerable spells tied to a physical object, was once a complicated, expensive and dangerous process. The development of resonance techniques by the Mystic Circle of the Tornado around 200 years ago has greatly eased the difficulty of enchantment. No longer do Sorcerers blow up entire labs working on a simple firebolt sword.

All enchantments crafted using the resonance technique bear Elemental Stones corresponding to the appropriate Elemental Forces used in the spells placed within. This varies with certain spells, Power Batteries, for example, must have the same Elemental Stone corresponding to the Sorcerer's Aspect, or else the Item will not function. The Stones themselves vary in size, from only a pebble to almost a meter, dependent on the power required. These rules apply only to Sorcery Enchantment and Ktal Technomagic, Kensei Enchantment binds using the life force of the enchanter, and Ancient Artifacts are mostly incomprehensible in how they work. Ktal Technomagic also incorporates odd lines of metal, typically copper or gold, which the Technomages call 'circuitry'.

Creation of Items can be done by any character who possesses the requisite knowledge, that is characters with a Magic Attribute or the appropriate Item can build using powers they have, otherwise, someone must be on hand to demonstrate the ability, and a Physical Sciences (Thaumaturgy) skill check is required to duplicate the ability in an item. Technomages substitute Physical Sciences (Technomancy) and can work from blueprints or descriptions instead of a live demonstration. Artisan and/or Mechanics skill will be required if the Item must be built from scratch, which will add to creation time. If the Item in question is being made for a PC, that character pays the character point costs associated with the Item, otherwise, simply charge for materials.

The following are a few examples of enchanted items (Item), after these is the listing of allowed attributes for Sorcery Enchantment, Ktal Technomagic, Kensei Enchantment, and Ancient Artifacts. It is impossible to use Elemental Magic or Psycher Powers to create enchantments, but an Elemental Magic power may be used as the basis of a power demonstration.


Blademaster's Sword (Kensei Enchantment): The finest swords ever made, created by directly mixing Elemental Air, Earth, and Fire with the strongest steel. The mixture, which takes days to prepare properly, and 12 hours to forge, results in a blade which can slice through any armor. The swords given to the best Blademasters feature a single Air Elemental Stone, allowing them to cut through even powerful spells of protection. Base Stats: Weapon 5 (Range 0, Penetrating 5) [10] total 5 cp

Advanced Stats: Weapon 5 (Range 0, Penetrating 5, Piercing 5) [15] total 7 cp


Cloak of Invisibility (Sorcery Enchantment): Made of the black silk of Sidun Shadow Spiders and buttoned with a pair of Shadow Elemental Stones, the Cloak of Invisibility renders the wearer invisible on command. These cloaks are extremely rare, as only the Unbroken Circle of Eternal Night has the resources to construct them. A rare variant gifted to their most skilled sorcerous assassins renders the wearer insubstantial and immune to magical scrying. Base Stats: Invisibility 2 (vision) (Detectable -1 Astral, Recovery -2) [9] total 4 cp

Advanced Stats: Insubstantial 9 (Recovery -2) [70], Invisibility 3 (vision, astral) (Recovery -2) [16] total 43 cp


Objects of Flying (Sorcery Enchantment): The Mystic Circle of the Tornado and several independent Sorcerers have created various objects which can propel their user through the air. Boots, buckles, cloaks, and even shirts have been given the power of flight, sometimes with humorous results. Base Stats: Flight 1 (Detectable -1 Astral, Recovery -2) [5] total 2 cp


Power Battery (Sorcery Enchantment): A walking staff with an elemental stone set at the top, there are usually settings for additional stones somewhere on the staff. Many Power Batteries also house additional enchantments. Base Stats: Energy Bonus 4 [8] total 4 cp


Seven League Boots (Sorcery Enchantment, Ktal Technomagic): A handy set of calf-length soft leather boots with one Time Elemental Stone set on the inside of each ankle. Care must be taken to activate both boots, as an accidental activation of only one boot will place that foot a goodly distance in front of the other, with messy results. Base Stats: Teleportation 3 (Backlash -2, Charges -3, Detectable -1 Astral) [24] total 12 cp


Ancient Artifacts: Extremely rare, but Ancient Artifacts can do anything, including Dynamic Powers, use of attributes on itself, and some Ancient Artifacts are even sentient.

Kensei Enchantment Attributes: All allowed attributes for Kensei Magic

Ktal Technomagic Attributes: Dimensional Portal, Exorcism, Flight, Force Field, Healing, Metamorphosis, Mind Control, Mind Shield, Pocket Dimension, Projection, Regeneration, Reincarnation, Telepathy, Teleport, Transmutation, Water Speed, Weapon

Sorcery Enchantment Attributes: All allowed attributes for Sorcery (Except Companion), Aura of Inspiration, Attack Combat Mastery, Defense Combat Mastery, Energy Bonus, Divine Relationship, Features, Regeneration, Tough


Kensei Magic

It is said that Akira Megami, the first Blademaster, was a powerful Sorcerer. Whether this is true has yet to be proven, he has bent time around his presence somehow, so only second-hand accounts and the writings of his three students remain (his son, Mamoru, and his wife, Julia, left no known writings).

The form of sorcery taught by Akira to his three students was unlike any previously known, it draws only on the life force of the sorcerer and uses it to create and combine Elemental Forces to form spells. Spells that use Akira's Kensei Magic techniques are much more draining to the user, but are capable of feats beyond those of regular sorcery. They are capable of affecting the sorcerer, a feat considered impossible in regular sorcery. In addition, Blademasters can cast spells without the need of Elemental Stones.

Power Template

  • Deplete 1 [-1]
  • Equipment (Sword) [-1]
  • Unique (Cannot Use In Armor) [-3]

Attributes: Astral Projection, Attack Combat Mastery, Combat Techniques, Companion, Defense Combat Mastery, Dimensional Portal, Extra Attacks, Extra Defenses, Elasticity, Exorcism, Flight, Force Field, Ground Speed, Healing, Heightened Senses, Illusion (all), Invisibility, Jumping, Metamorphosis, Mind Control, Mind Shield, Pocket Dimension, Projection (all), Regeneration, Sensory Block, Sixth Sense, Size Change, Special Defense, Special Movement, Supersenses, Super Strength 1-2, Telepathy, Water Speed, Weapon

Psycher Powers

Psycher powers are the extensions of will and Elemental Force, much like Kensei Magic or Sorcery. The main difference between Psycher abilities and other forms of Elemental Mastery is that they are fueled by force of will alone. No incantations or gestures are required to activate their powers, and no more personal reserves are consumed than by walking.

It can take months or years to unlock a new Psycher power, and sometimes a lifetime to master. Most Psychers spend all their lives training and perfecting their powers. The best test is the real world, some Psychers contend, and so, once a Psycher reaches a certain level of ability (once the character has purchased the Occupational Template: Psycher), their master sends them out to learn how to use their powers in the more hazardous areas.

Power Template

  • Backlash -2
  • Detectable -1 (Astral, Psychic)

Attributes: Armor (must be Optimized), Astral Projection, Aura of Inspiration, Block Power, Companion, Damage Absorption, Dimensional Portal, Environmental Influence, Exorcism, Features 1 (Longevity), Flight, Force Field, Healing, Heightened Senses, Illusion, Invisibility, Mimic Powers, Mind Control, Mind Shield, Pocket Dimension, Regeneration, Shield, Sixth Sense, Special Movement, Super Senses, Super Strength 1-2, Telekinesis, Telepathy, Teleport 1-3, Weapon

Shamanist Magic

Shamanist Magic represents the bargains a Shaman has made with the various spirits of the Spectral Levels. A powerful Shaman is usually surrounded by dozens of spirits of differing types and abilities. These range from spirits of the Elements, the spirits of those objects the Shaman carries with her (although these cannot possess the Shaman, they simply accompany him on Spectral voyages), to spirits of place or even spirits of the dead. Actually, spirits of the dead tend to be the most common spirit type accompanying the Shaman.

A typical bargain between spirit and Shaman will involve a particular service or sacrifice made by the Shaman on behalf of the spirit. Once the spirit has been satisfied, the Shaman may allow the spirit to possess her (via the Metamorphosis attribute) to accomplish some task needed by the Shaman. Spirits will come and go, so Shamans are allowed to make new bargains in exchange for old in between adventures or even during a session with sufficient effort.

The Power Flux Attribute requires special attention, each Template represents the powers granted by a single spirit, and only one spirit may possess the Shaman at a time. Typically, physical alterations are minor or nonexistent, although those with Supersense-See Spirits will be able to see the Shaman is possessed. Exorcism can force a spirit out of the Shaman, and Shamans trapped behind Force Fields cannot call on spirits on the other side. Allowed Attributes for Power Flux (Spirit Fusions) are all Attributes (except Item, although some others may require GM's approval). The Shaman player is encourage to develop histories and personalities for those spirits she keeps around. Some spirits may even become full fledged Companions (bought separately with Character Points, not with Shamanist Magic Power Points).

Power Template

  • Activation [-1]
  • Backlash [-2]
  • Deplete [-2]
  • Unique (Requires Spirit Pact) [-3]

Attributes: Astral Projection, Exorcism, Power Flux

Sorcery

The powers of Sorcery, that is, the manipulation of Elemental Forces through the use of Elemental Stones and force of will, have been known and practiced for the last four hundred years. Sorcerers have roamed the land, steeped in power, seeking the ancient lore which will restore the awesome powers of Mu, Kingdom of Magic.

Sorcery is controlled by the Elemental Stones, a Sorcerer must have an Elemental Stone of sufficient size and of the correct element at hand (typically set in his Focusing tool) to cast a spell. The typical Focusing tool for a Sorcerer is the staff. A Focusing Staff begins its life as a humble walking staff, a large Elemental Stone, corresponding to the Sorcerer's Aspect, is set into the top of the staff. Additional Elemental Stones are added for any other Elemental Forces the Sorcerer can use, as well as a few extra if any spells are enchanted in the staff.

Sorcery requires the use of the Focusing tool to gather the Elemental Forces required for the spell (typically already stored within the tool, raw Elemental Force drains the Sorcerer's energy), a chant which allows the Sorcerer to shape the Elemental Force into the correct shape for the spell, and hand gestures to further refine the spell and indicate the target. These three components of all traditional spells are known as Stone, Song, and Subject. A spell cast without the Stone will not work, a spell cast without the Song requires more effort (but takes less time), as well as those spells cast without the physical indication of the Subject.

Sorcery also has other limitations. Sorcerers cannot alter their own physical state directly, spells of regeneration or physical transformation do not function, enchantments can allow such feats, but they have their own risks and costs. Sorcerers can only grant competence equal to their own, spells which gift subjects with supernatural prowess cannot grant the Sorcerer additional skill or ability in combat, enchantments cannot circumvent this limitation. Sorcerers must provide the energy for their spells, it can be drawn from other sources, such as Elemental Stones, but no spell can be made permanent without a continuing source of energy, most Sorcerers use Elemental Stones to anchor permanent spells and enchantments, although raw Elemental Force (if self replenishing) can be used for fixed enchantments.

Power Template:

  • Deplete -1 (or more, depending on the ability)
  • Detectable (unless attack) -2 (Astral, Hearing, Human Sight)
  • Equipment -1 (Focusing Tool)

All Sorcery: Armor (Optimized), Astral Projection, Block Power (Opposite Element Used only), Companion, Exorcism, Heightened Senses, Mind Control, Mind Shield, Reincarnation, Sixth Sense, Supersense, Telepathy, Weapon

Air Sorcery: Environmental Influence (Silence, Temperature, Weather), Flight, Force Field, Invisibility (Sound, Smell), Insubstantial (max level 8), Projection (Sound, Smell), Sensory Block, Supersenses (Indirect, Standard), Special Defenses (Lack of Air), Special Movement (Cat-Like, Light-Footed, Wall-Crawling), Telekinesis (Air, General)

Earth Sorcery: Armor, Insubstantial (max level 9), Land Speed, Shield, Special Movement (Balance, Cat-Like, Light-Footed, Untrackable, Wall-Crawling), Telekinesis (Earth, Metal), Transmutation (Non-living things), Tunneling

Fire Sorcery: Environmental Influence (Light, Temperature [up only]), Flight, Force Field (with Offensive), Telekinesis (Fire)

Light Sorcery: Dimensional Portal, Environmental Influence (Light), Invisibility, Projection (Sight only), Supersenses, Special Defense (Blinding Light)

Nature Sorcery: Alternate Identity, Armor, Combat Technique (Judge Opponent), Extra Arms, Healing, Metamorphosis, Plant Control, Size Change, Special Defense, Special Movement, Supersenses, Super Strength, Telekinesis (Wood)

Shadow Sorcery: Environmental Influence (Darkness), Force Field, Invisibility, Metamorphosis, Projection (Sight, Touch), Sensory Block

Time Sorcery: Dimensional Portal, Force Field, Pocket Dimension, Sixth Sense (Precognition), Supersenses, Telekinesis, Teleport

Water Sorcery: Environmental Influence (Temperature (down), Weather), Supersenses (Indirect), Special Movement (Water-Walking), Telekinesis (Ice, Water), Water Speed

Vampire Magic

The magical discipline of the Shadow-souled, Vampire Magic can only be used by those with an innate imBalance of Shadow Elemental Force. Such creatures include Vampires, Midnight Dragons (although few ever learn), Nemissarys, and those changed by such creatures using the Metamorphosis attribute (usually granting a few points of Vampire Magic in exchange for a level of Marked or Red Tape.)

Through access to the Spectral Level of Shadow, Vampire Magic is capable of feats resembling several other magical disciplines, such as Kensei Magic and Shadow Sorcery. However, the dark tides of Vampire Magic allow for feats of transfiguration not capable of any discipline less vile. Ritual trappings for Vampire Magic include blood sacrifices, bleached bones, and even carnal acts of an extremely explicit sort (some initiates of Vampire Magic are, of course, just in it for the groupies).

Power Template

  • Deplete -1
  • Detectable -2 (Astral, Visual, Evil)
  • Environmental -2 (Sunless Areas)

Attributes: Alternate Form, Alternate Identity, Astral Projection, Companion (Duplicate), Dimensional Portal, Elasticity, Environmental Influence (Darkness), Exorcism, Flight, Force Field, Heightened Awareness, Heightened Senses, Illusion, Insubstantial, Invisibility, Jumping, Life Support, Meld, Metamorphosis, Mind Control (Animals), Land Speed, Sensory Block, Supersenses, Sixth Sense, Super Strength, Telepathy, Teleport, Weapon


Astral Projection

The ability to manipulate Elemental Forces opens the mind to a whole new world of perception, although few pursue it in full. Essentially, the Sixth Sense attribute (Sense Magic) combined with Supersense (See Spirits) allows a character to perceive the first of the nine Spectral Levels. The Astral Projection attribute allows the character to send themselves (as a projection) into the Spectral Levels.

The first level is similar to physical reality, although invisible spirits can be seen and magic effects can be easily spotted by the tamed Elemental Forces flowing through or around areas affected by spells or enchantments. Astral forms on the first level of the Spectral tend to be normal or slightly idealized versions of the character. Although by default they are unclothed, it is but a simple matter of a moment's concentration to materialize clothing or other gear. However, such equipment remains nonfunctional unless created using attributes.

The levels of the Spectral past the first are Elemental Realities, the true basis for each Elemental Force. Since physical reality is created from the interplay of these forces, it is possible for a character to visit these levels in any order, but they are arranged in a specific order here to represent the ancient cosmology of creation. Each level is home to various spirits of the Element, and certain powerful Sorceries can only be created with the assistance of these spirits. The levels, in the order of creation, are actually set in reverse order, the eldest level is considered the highest, while the newest level is the lowest, directly above the first level. The levels are, in order, as follows: Time, Nature, Fire, Water, Air, Earth, Light, and Shadow.

Rumors exist of a tenth level, the Realm of Souls, where the spirits of the departed rest between cycles of incarnation. None has ever visited this level and returned, although certain spells of Vampire Magic and Dynamic Powers (Necromancy) appear to call upon this level. At least, the spirits of the dead are coming from somewhere.

Attribute: Astral Projection (6 points/level) Relevant Stat: Soul Progression: Slow starting at 1 times character's speed using Soul instead of Body (2x, 4x, 8x, etc).