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Magi, while being a minority,
are a reality in the HQ universe. Magical abilities grow within people
over time and use, and are more viewed as a talent and gift then they
are a curse. Magic, as with all things, may be used to help or in turn,
destroy.
Mage characters are very much like
those of normal human beings. Magi may be of any concept or background
among the HQ world, and though magi tend to pop up among the HQ personnel,
they are usually sent to the Federation Institute for the Gifted
(Mage School) for training.
System
Like Psions and Shaman, Magi use the points system.
Magi start with an amount of points which will be determined by a GM,
and may use up to 5 points per spell. Points regenerate at 12:00am EST
daily and the maximum level you are assigned will grow weekly (based on
how much you play and use your abilities.) Please note that the below
list of abilities is only what has appeared in the HQ at the present time.
New powers may be brought to the GMs for approval. All spells and powers
operate only within Line of Sight unless otherwise stated.
Point usage is to be posted either
in channel or to a GM in private before the power is used.
Spells and Powers
Elements
Fire
This is the spectacular power to control and create flames by sheer magical
force.
The amount of flame which can be generated, controlled, or extinguished
at once is as follows:
| Cost |
Flame Size |
| 1 |
Campfire |
| 2 |
Funeral Pyre |
| 3 |
Bonfire |
| 4 |
Conflagration |
| 5 |
Inferno |
The 'fireball' lasts only for a few moments but may do
searing damage. Unless a fuel source is present the flames burn themselves
out.
Ice
Ice may be cast as either a sheet, or a concentrated spell. In a sheet
form it will cover the designated area with a sheet of solid ice.
In concentrated form, the spell freezes one or more targets as directed
by point expenditure.
| Cost |
Concentrated Effect |
Sheet Effect |
| 1 |
Frostbite |
10x10 |
| 2 |
Thin Ice |
20x20 |
| 3 |
Ice Sculpture |
30x30 |
| 4 |
Block of Ice |
40x40 |
| 5 |
Glacier |
50x50 |
Water
A less lethal sister spell to the Ice power, the Caster determines the
"force" of the water's delivery on a target or area.
Anything from the 'dumping of a bucket' to a full blown riot control fire
hose.
| Cost |
Amount Produced |
| 1 |
1 Gallon |
| 2 |
10 Gallons |
| 3 |
100 Gallons |
| 4 |
1000 Gallons |
| 5 |
Instant Glood (10,000+ Gallons) |
NOTE: While this
spell does exist in the HQ universe, a character may not start play with
it, it must be learned in character, whether from a character with the
spell, or from finding a means of weakening the ice spell.
Lightning
The ability to project an electrical bolt toward a target. Note: Using
this spell in water may be hazardous to your health.
| Cost |
Effect |
| 1 |
10x2 bolt |
| 2 |
20x4 bolt |
| 3 |
30x6 bolt |
| 4 |
60x12 bolt |
| 5 |
The Widowmaker * |
* This bolt is far to large to be
measured, and a very gory sight. For by the time the target lands from
the 50 foot room crossing jump, they continue to burn internally, and
then, more or less, explode. Be warned that this can be defended against
by shields, or by a very large grounded object obscuring the path.
Earth
The ability to produce walls of dirt and rock or create violent eruptions
of stone and earth.
| Cost |
Eruption Size |
Wall Effect |
| 1 |
Pellet Bomb |
10x10 |
| 2 |
Gravel Grenade |
20x20 |
| 3 |
Rock Bomb |
30x30 |
| 4 |
Column of Stone |
40x40 |
| 5 |
Boulder Rain |
50x50 |
Barrier Spells
Blade Barrier
Blade barrier protects the caster or target from thrown sharp objects,
examples include knives, shrapnel, and darts.
| Cost |
Time to Live |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible
when initially cast by the caster's choosing.
Bullet Barrier
Bullet barrier protects the caster or target from conventional projectile
weapons. Examples include bullets and arrows.
| Cost |
Time to Live |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible
when initially cast by the caster's choosing.
Energy Barrier
Energy barrier protects the caster or target from less conventional projectile
weapons, Examples include plasma weapons, laser weapons, and Ion weapons.
Essentially if it is powered by non magical energy, it may be stopped.
| Cost |
Time to Live |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible when
initially cast by the caster's choosing.
Magic Barrier
Magical barriers protect the caster or target from magical energies. Examples
include lightning bolts, fireballs, and concentrated ice spells.
| Cost |
Time to Live |
| 1 |
1 Attack |
| 2 |
2 Attacks |
| 3 |
3 Attacks |
| 4 |
4 Attacks |
| 5 |
5 Attacks |
The spell may be visible or invisible
when initially cast by the caster's choosing.
Lightning Shield
This spell was developed primarily for use in hand to hand or melee combat,
providing a sort of electrical fence effect around the caster. When the
edge of the barrier is contacted, the effect is in fact just like the
object or person had hit an electric fence. Because of the dual nature
of the spell, it requires both the lightning spell and one other barrier
spell to be known before learning it is possible.
| Cost |
Time to Live |
| 1 |
1 Attack (Weak) |
| 2 |
1 Attack (Strong) |
| 3 |
2 Attacks (Weak) |
| 4 |
2 Attacks (Strong) |
| 5 |
3 Attacks |
The spell may be visible or invisible
when initially cast by the caster's choosing. But is always visible when
being hit, showing up as a cascade of electric energy. This spell may
-only- be learned in play, as it is complicated and was developed independently.
Other Spells
Heal
Unlike Psionic Biofeedback, the mage heal spell normally only heals other
people and may not be used on one's self. People healed via the mage heal
spell suffer loss of muscular strength, soreness, bouts of intense physical
pain, and an increased appetite for up to a week after the healing. Light
bruising may not be healed.
| Cost |
Amount of Wounds
Healed |
| 1 |
Light Wounds (custs and scratches) |
| 2 |
Medium Wounds |
| 3 |
Heavy Wounds |
| 4 |
Fatal Wounds |
| 5 |
Heals from near death * |
* The five point form of this spell
increases the residual effect of the healing fourfold, and causes the
same type of effect upon the caster as it does on the target. Meaning
not only does the target get four weeks of pain, soreness, loss of strength,
and increased appetites. But the caster also gets one week.
Levitate
This power is, simply, the ability to magically lift, move, and manipulate
things.
| Cost |
Weight |
| 1 |
100 lbs |
| 2 |
250 lbs |
| 3 |
550 lbs |
| 4 |
900 lbs |
| 5 |
1500 lbs |
Examples of use: The mage may lift
him/her self and fly around the room for the amount of points corresponding
to their weight.
For five points, the mage may throw a small car or motorcycle.
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