Magi
 

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.