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A ATOMIK M MAGICK Written By: Mark Chase ([email protected]) All material within, Copyright 1998, all rights reserved Home Base Meta-Earth http://www.meta-earth.com Mekton Zeta , Cyperpunk 2030 , Champions , and Fuzion are all trademarks of R.Talsorian and Hero Games. All rights reserved

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AATTOOMMIIKK MMAAGGIICCKK

Written By:Mark Chase ([email protected])

All material within, Copyright 1998, all rights reserved

Home BaseMeta-Earth

http://www.meta-earth.com

Mekton Zeta, Cyperpunk 2030, Champions, and Fuzion are all trademarks ofR.Talsorian and Hero Games. All rights reserved

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hat is Fuzion?Fuzion is a unified set of role-playing rulescombining the best of the Hero System

(Champions) and Interlock (Cyberpunk,Mekton Z). Not only can Fuzion be adapted tocover nearly every time, place, or setting, but it alsohas the ability to utilize existing Hero andInterlock rules and materials; if it is marketed asFuzion Capable, it can be used as part of the Fuzionsystem.

Hero Games and R.Talsorian Games, Inc.,jointly developed Fuzion. Many existing gamessystems use Fuzion, including Champions: TheNew Millennium, Usagi Yojimbo, BubblegumCrisis the RPG, VOTOMS, Mekton, and many more.Fuzion uses a unique Plug-In system that allows foreasy addition and removal of rules. For instance, toadd Martial Arts to your campaign, you need only turnto a Martial Arts plug-in. To add Magic, Psionics, orSuperpowers, these too may be easily plugged-in tothe core rules (Total Fuzion).

here Can I Get Fuzion?The basic Fuzion rules (for charactergeneration, combat, game mechanics, and

basic plug-ins) can be found in any Fuzion productproduced by R.Talsorian Games, Hero Games, orGold Rush Games. However, as it is, thesecompanies were kind enough to provide an on-lineversion of their core rules system. To obtain this file,please visit the following URL on the Internet(provided the site does not move, of course):http://www.sabram.com/rtalsoriangames/site/fuzion

hat is Atomik Fuzion?Atomik Fuzion is collection of Fuzionablematerials developed by Mark Chase,

primarily plug-ins for Mekton and other Fuzion RPGgameworlds. These plug-ins include the fantasygameworld, Lodoss War RPG, as well as genericplug-ins for psionics, magic, sci-fi, and aliencharacters.

laying FuzionYou have this Atomik Fuzion plug-in game,so how do you play Fuzion? First, you must

get a set of Total Fuzion rules. As mentioned, therules to create characters and play the game can befound in any Fuzion Capable RPG book or at the website listed earlier. If you are having trouble finding aFuzion game book, visit your local gaming store andask about the R.Talsorian Games or Heroes Gamesproduct line. I recommend Champions: The NewMillennium or Bubblegum Crisis for a good source.

In late 1998 or 1999, R.Talsorian will be coming outwith a Fuzion version of Cyberpunk and Mekton,which I would highly recommend.

reating a Fuzion CharacterTo create a character for any Fuzion game,you must have a Fuzion rulebook (see

above). Most any Fuzion rulebook should do.The first step is to develop your character's

lifepath (see step one Fuzion character creationrules). I would recommend the lifepath chart shownin Bubblegum Crisis (or Cyberpunk or Mekton,when they come out), or the on-line rules which youcan download off the web. There are other lifepathsystems, some made by fans, and these areacceptable at the GM's discretion.

The Origins Path for Champions is relevantonly for superhero characters. If you are playing asuperhero, Origins is a good way to flesh out his orher past. If not, you may ignore Origins all together.

Primary Characteristics as listed in AtomikFuzion Plug-Ins are INT, WILL, PRE, TECH, REF,DEX, CON, STR, BOD, and MOVE. This is the sameas it is for Bubblegum Crisis and Champions. PSIand MAGE may be added for Psionic or Magic plug-ins. Derived characteristics are calculated as normal.

tomik MagickThis is a Fuzion plug-in for addingmagic systems and fantastical spells to

conceivably any Fuzion Powered game.Primarily, magic and spell-casting will only befound in spectacular fantasy worlds, but there is noreason why magic can't find its way into a modern ordark modern campaign. Magic may even have aplace in futuristic or space opera campaigns.

Magic defies the boundaries of that which weknow by science, and there are as many magicsystems as their have been peoples, cultures, andreligions of the world. There are hundreds, perhapsthousands, of ways to do magic. In the real world,magic does not exist, and all these systems are false.However, in the world of fiction, fantasy, and fairy-tales, magic is all too real. With Atomik Magick youshould be able to quickly create the magic systemyou desire, and have at your disposal hundreds ofspells to use in your campaign.

Atomik Magick should be considered anindependent magic plug-in. It is not compatible withother magic plug-ins that may be developed bylicensed publishers or individuals, and so it isadvisable to only use one type of magic plug-in foryour campaign.

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The Mysteries of the Spheres

hat is Magic?It is this question that has pursued thedreams and visions of philosophers and

priests for over five thousand years. It is not an easyquestion, and there are no simple answers. What ismagic? Magic is control.

Magic is not, and never has been, aboutblazing fireballs or teleporting across continents. It isa quest for understanding and a practice to controland harness the forces of nature. Perhaps it is ahealing hand or a deadly curse; a seductive lovepotion or a ritual to bring floods and famine. Magic isnot black or white, good or evil. Some religions aremagic; other religions shun magic. Sometimes thequest for knowledge ends in ignorance -- magiccollapses and fades into myth. Yet sometimes, justsometimes, magic blooms and a world of thefantastic is born forth.

In reality, magic does not exist. However, wewill not concern ourselves with reality. This is fiction,fantasy, a world of dreams and wondrous adventure.Prepare to leave behind the world of cold reality andenter a realm of fairy-tales and nightmares...

asic MagicIn short and simple terms, magic is an externalforce of the universe, controllable by certain

practices, rites, symbols, and reagents. Mana, as itis commonly called, is this force. This force may alsobe a real force of nature, such as the Grand UnifiedForce, but in primitive or fantastic settings this will becompletely unknown. Magic may also be amanifestation of the mechanics of the universe itself,making string theory and quantum mechanics as aviable explanation for the existence of magic.

Unlike psionics and superpowers, magic isnot an internal force. Mana, as we shall call it, is anoutside force that mages (wizards, sorcerers, etc.)can control. What this means is that magical powersare really just skills, and not powers at all. If youneed to learn a spell of resurrection, then with just afew weeks of study and you can learn it -- no powersrequired.

Although this is true, not everyone is capableof harnessing those powers. Only mages, thosewielders of magic, can cast spells and conjureelements of nature. Why is this? Some people aresimply more tuned with the power. They have thetalent and the gift to summon the mighty powers ofmagic.

agical CharacteristicsTo be a mage you must have a talent forspell casting -- the gift of magic. MAGE is a

new Primary Characteristic that determines howpowerful of a mage you are. Some spells require thatyou have a high MAGE, others less so. A "FirstLevel" mage (MAGE 1) can perform simple tricks,some of them perhaps even useful. At MAGE 10 youcan kill a god and shatter a world. Beyond that... Youare a god.

Magic (MAGE): How much magical potential youpossess. Commoner's have no MAGE (or very little),but powerful sorcerers have level five or greater.Magic Pool: Your Magic Pool is basically theEndurance of your magical abilities. It measures howmuch magical energy you can harness and control,and is spent in the same way as END. When it runsout you can no longer cast spells until the poolregenerates. Magic Pool (MP) equals your MAGE x5. MP can be purchased at 1 MP for 1 OP.Magical Recovery: This determines how fast youcan recover lost Magic Points (from your Magic Pool).You get back this many Magic Points for each fullminute of resting (5 Rounds). You may divide this outto find your MREC per Round or even per Phase, ifdesired. MREC is equal to your MAGE+CON.MREC and be purchased at 1 MREC per 5 OP. Asan option you can adjust this with the MREC dial.

age Talent?From feed back, I have learned thatsome wish for Mage to be a Talent

or Power, rather than a new Characteristic. Itis clear that this can work precisely the sameway as above. Atomik Magick can be configuredhowever you wish for your campaign, and anyalternative methods are acceptable for yourcampaign, so as long as you are consistent.

To use Mage as a Talent you can charge 3OP per level of Mage (like any Talent), or 5 OP perlevel of Mage to make it more expensive (Magic isexotic, after all). You may also treat Mage as aPower (as per Superpowers). For this you cancharge 1 PP per Level, or if you feel this cost is toolow, you may charge 2 PP, or 3 PP per Level, orwhatever you feel is best for your campaign andgame world.

Magic Pool and Magical Recovery arecalculated as above. If you would rather use END formagic (as if it were a superpower) you may do so,and thus all MP cost listings are END cost. This iswholly optional.

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Magical Recovery DialBased on feed back, some readers

want to adjust the Magical Recovery level fortheir campaign. This is completely optional.If your campaign has little magic where magescast spells only occasionally, MREC can be tuned sothat it takes longer to refill your characters MagicPool. Alternatively, in a superheroic magic setting,mages may cast spells quickly and recharge fast.

MREC is your MAGE + CON and ismeasured in minutes (that is, with MREC 15 yourecharge 15 MP in one minutes, or 3 every Round).This can be scaled up and down on the Fuzion timescale as below:Campaign Style MREC time scaleNegligible Magic World in hoursVery Low Magic World in 20 minute unitsLow Magic World in 5 minute unitsStandard Magic World in MinutesSuper Magic World in RoundsUltimate Magic World in Phases

Which Characteristic for Spells?Do spells use MAGE or TECH as the base

characteristic? Perhaps even something else?Spells are basically Use Power skills, but not in thetypical sense. You do not have a power to create afireball, only the skill to fashion the fireball spell.

The question still remains, is MAGE the basecharacteristic? The GM has the option to use anycharacteristic he wishes. For most campaigns, thisshould be either MAGE or TECH, but there arestrong arguments for others. Just because amagician has a low MAGE, and thus less power, maynot necessarily mean he stumbles through even thesimplest spells. The GM must define whatcharacteristic spells will use for his campaign.MAGE: Obviously, as magic is based on MAGE,MAGE can be used as a base characteristic.TECH: Most Use Power skills use TECH, so why notmagic? With TECH as a base, spells are technicalskills that can be learned and mastered, no matterhow weak or powerful a mage you are.WILL: Maybe magic can only be controlled by shearwill, and so WILL is the base characteristic for allspells. The universe shall only bend to the whim ofthose with the strongest will!INT: If magic is determined only by a mastery ofintellectual knowledge (as Kabalahic Magick may be)then INT should be the base characteristic. Thismakes magic much more mentally oriented and thusslightly closer to psionics.PRE: Only in a rare circumstance should PRE be thebase characteristic. If magic religiously based, apriest might need a high PRE to appease his god orhis followers to wield the power of might and magic!DEX: Some spells may require highly dexterousmotions and hand movements. If this is the case,

DEX might be the base characteristic, but TECH maystill be a better choice. In the real world, magic(slight-of-hand) really is DEX based!Multiple: Complicating matters, but much morerealistic is that different spells will have different basecharacteristics. A mind control spell might be basedon WILL, enchantment spells based off MAGE,knowledge spells based on INT, and combat spellsbased on TECH. This is a much more balanced wayof doing magic, and all GMs are encouraged toconsider this option. They must note which spellsuse what characteristics.

pell Casting 101Magic is not like superpowers. No PowerPoints are used for anything. Magical spells

are simply skills, nothing more, nothing less. Theyare skills that call and invoke the magical forces ofthe universe. However, only a mage (one with aMAGE characteristic of 1 or more) can use spellssuccessfully. Otherwise, the spells just won't work(the exception to this rule is Cantrip spells; see MagicSystems, below).

• Each spell is a skill, bought as anyordinary skill using OP.

• The Base Characteristic is, by default,either MAGE or TECH. See abovesection on Characteristics.

• MAGE determines your power in magic.The higher your MAGE characteristic, themore potent your spells are. Many spellsrequire that you have at least a certainlevel in MAGE to cast the spell.

• MAGE is a characteristic, bought atcharacter creation with CP. It can beimproved later.

• Casting spells uses Magic Points. MP isa derived characteristic (see above).

• Different Magic Systems (below) maygrant bonuses or penalties to certaintypes of spells.

ew Skills In every magical world, new and unusualskills are often found. Many mages know not

only how to use and make spells, but also haveknowledge on the nature of magic. Alchemy - This is the occult study of the chemistryof magic. Alchemy uses the mana that is within allthings, and is a skill that may be used by non-magicians. Basically, this is magical chemistry. (INT) Demonology - Demonology is the study of demonsand their names. This is an ancient and difficult skill,but can be quite useful. Though demonology is notinherently evil, the practice of summon demons canbe extremely dangerous. A demonolater (one who

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summons demons) should be an expertdemonologist. This is the skill is used, in part, to helpsummon demons. (INT) Lore - This is a familiarity and knowledge of age-oldtales and traditions involving supernatural, mythical,and magical stories. This may prove useful in worldswhere magic is rooted in myth and religion. (INT) Occultism - Occultism is the study or practice ofmatters involving magic and the supernatural in themodern world. At level 2, your knowledge is limitedto fantasy, charlatans, and fringe religions. At level 4and above, you begin to form a clearer picture aboutmagic and occult matters. This skill may be neededto attempt to explain any supernatural occurrence, ortry to identify or study one. This is, primarily, amodern skill used in a 'skeptical' world. It may beunnecessary in a magical world. (INT) Relicology - This is the knowledge of magical relics.This skill is used to help identify magical items. Atlevel 2 your knowledge is based mainly on folkloreand wives-tales, giving no true knowledge. At level 4you have begun to learn of relics that really can trulywork and prove useful. At level 6 and above, youknow some truly powerful relics. (INT) Thaumaturgy - This is knowledge of how magicworks and how to control it. This skill is used to castspells straight from books, or create new spells. Mostgood mages have this skill, as most enjoy castingspells more than they do learning them. (INT).

agic Systems This is totally optional. It adds tocomplexity, it also makes magic

much more diverse for any fantasy world. Allfantasy worlds have their own magic system.Perhaps magic is based on religion -- powers grantedto priests by the gods. Magic may also be a science,where long-bearded wizards spend hours in theircandle lit labs, scrutinizing over ancient tomes andforgotten knowledge. Whatever the case, the GM must build anddefine a magic system for his world. As a default, hecan simply choose to do nothing, and there will be nobonuses or penalties, advantages or disadvantagesfor his magical system. They could also design amore customized system. A world may even havemore than one magic system, some may havedozens. From Voodoo-style dance magic toElemental summonings, it can all be representedhere! What magic system a mage uses is strictlybackground information.

In essence, a magic system is simply astructure for casting magic with specific methods forthe casting of spells and enchantments. A magicsystem does not necessarily cost points, but can be

balanced to a 0-point value. This is simply the waythat the character knows how to perform magic. It iscompletely optional. If the GM only wants the defaultmagic system to be used, there is no change. If there are three magic systems for agameworld -- Magery (default magic), Clerical Magic,and Elemental Magic -- then a mage character mustspecify of which he is a mage. This cost no points,but typically each magic system has its own balancedrestrictions and advantages (if it is unbalanced, thatis the GM's choice). All his spells will be learned inthis system and work as prescribed by that system.Usually, a mage will not know more than one system,but he could if the GM wishes it (the GM couldcharge points for knowing multiple systems). Themage must specify which spells are in what system.

Default System The default system requires the GM to do

nothing. It is typically called Magery, though the GMcould call it anything for his gameworld. It has nomodifiers for time, casting, skills, or power in anyspell category.

Building New Systems To build a new system, if desired, the GMmust consider five factors. Casting Method, Time,Category Modifiers, Aspect Modifiers, and SpecialRequirements. To keep things balanced, systemsare built on a point system. The system should have0 points (balanced) after it is built. If it is above orbelow this, it is unbalanced, but if there is only onesystem for the world, this is perfectly all right. If thereare multiple systems in a world, however, all shouldhave the same point level to keep them balanced. If it is unbalanced, you may charge optionpoints at 1 OP per extra point, or whatever you feel isappropriate for your campaign.

Casting Method Casting Method is primarily a special effect.This can be anything you want to imagine, singing aspell, dancing to conjure up mana energy, formingcomplex gestures, speaking strange words andincantations, or use rare reagents and potions. The default is 'no method' which makesDefault magic somewhat bland. It is assumed thenthat even the default magic system requires you to dosomething while you are casting a spell, such asgesturing or speaking. That his why Mental Magic isexpensive. All methods, except for Mental Magic,assume that the spell is spoken, along with whateverother requirements. Methods can be combined.That is, you may have a system that combinessinging, dancing, and gesturing, all in one!

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Default +0 points This is the default method. It requires only that youspeak the incantation. This can be in your nativetongue, or in any language you desire. Mental +10 points The spell is simply thought and it comes to be. Thisis fairly powerful, and atypical of most systems, whichis why it costs so much. Gesture -1 points You must make a series of complex hand gestures.If your hands are bound, you cannot perform themagic! Language -2 points The incantation must be spoken in whateverlanguage it was originally developed. This isbecause the words carry special meaning, andcannot function in other languages. You must have askill of 2 or better in the language. Song -2 points The spell must be sung, as either a poem or lyrics tomusic (your choice). This is very typical of Bardicmagic. You must have a skill in Singing, Poetry, orBard, and may need to make a task resolution todetermine your success. Dance -3 points You must dance, moving your whole body in arhythmic motion to cast magic. This type of magicusually takes more time, but this is handledseparately (see time). You must have a skill inDancing. Reagents -3 points Special magical reagents must be mixed andcombined while casting a spell, usually to supplyenergy and control the aspects of the magical forces.These reagents can be as common or rare as theGM wishes, and are usually specified as a formula foreach spell. This is very close to alchemical magic,but it is not the same as actual alchemy. Symbology -2 points Special runic symbols must be drawn while you castthe magic spell. You must have a skill in Artistry inorder to draw the complex symbols properly. Religion -5 points You must be a priest to use magic. Only the godscan grant magic, and only to their most favoredpriests. You must pay daily homage to your god, orrisk losing your powers. Only that god, or otherpriests of that god, and supply you with new spells.Religious magic usually has other methods as well,such as Dance and Song (and even self-harm).

Self-Harm -5 points Some magic actually requires that you inflict bodilyharm upon yourself to cast magic. You must inflict1DC killing damage on yourself each time you cast aspell (usually with a special ritual knife). This oftengoes along with some types of religious magic.

Time The time it takes to cast a spell is largely afunction of its complexity. If a mage must spendhours performing a ritual to cast a fireball, this is not avery effective combat system. On the other hand,spells can always be bound and cast at a later time,so magic systems in which Time is much longer arenot always terribly bad.

TimeModifier

Points

x1/5 +50 x1/3 +20 x1/2 +10 x2/3 +5 x1 +0

x1.5 -5 x2 -10 x3 -15 x5 -20

x10 -30

Category Skill Modifier Category skill modifiers grant certain spell

skill bonuses to magic from a specific category. Thisdoes not increase your power with that spell, only theroll to cast the spell. Usually, the modifier should not be more than+1 or +2 (you may also have negative modifiers forsome categories). There are quite a few categories,and technically all categories could have a skill rollincrease, but this is not advisable. For instance, your magic system may have a+2 spell modifier for Physiology and Elementalcategory spells, and a -3 for Necromantic spells.This would cost a total of (2+2-3) 1 point. However, instead of modifying the skill of thecaster, this could also lower the Difficulty Value forthe spells. For instance, instead of saying BardicMagic grants a +2 to Enchantment Spells, you couldsimply lower the Difficulty Value of all Enchantmentspells by -2. The result is the same, and can bemuch easier for a single magic system gameworld.

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Aspect Modifiers Some magic systems are more powerful with

certain types of magic. Druidic magic may have ahigher aspect with Nature spells. Voodoo may bebetter with Physiology and Necromantic spells.

Aspect is allocated to an entire category ofspells (Nature Spells, Combat spells, etc.), andeffectively increases MAGE for all spells by +1 forwhoever uses it (but only for that category). This cost5 points per +1 to the category. Certain categoriesmay also have a lower aspect, this will cost -5 pointsper -1 MAGE to that category.

For instance, your magic system may bestrongly elemental. All Elemental Spells have +2MAGE, but other areas are less powerful: Combatand Illusion Spells both have -1 MAGE. This gives atotal point cost of 0.

It should be noted that a system which has abonus to certain categories may be used by non-mages. Non-mages have a MAGE of 0, so if using amagic system that has a +1 Aspect in Illusion Spells,anyone can cast Illusion Spells at MAGE 1. Minorspells that can be used by anyone are typically calledCantrips. Special Requirements This is a catchall for all other effects orspecial features that may be integrated with yourmagic system. For instance, "Can only use magic atnight", or "Requires human blood", or "Can only beused by elves".

The cost of special requirement is up to theGM, and can be used to help balance out a magicsystem. Special requirement may be applied to theentire system, or just one category, i.e. "AllNecromantic spells require a blood sacrifice". Fewrequirements should be more than -5 points.

Sample Magic Systems Below are some sample magic systems, built

with the rules above. Feel free to use any or all ofthese in your campaign, or make up your own. Allare balanced to a 0-point value. Magery This is the default magic system available to mages.There are no skill or power modifiers, and the onlyrequirement is that the incantation be spoken whilethe spell is being performed. Bardic Magic Casting Method: Song Time: x1.5 Skills: +2 Enchantment Aspect: +2 Enchantment, -1 Combat Bardic magic comes from the power and resonanceof poetry and song. Magical energies are conjured

from the creative words and vivid poems of thesemasterful weavers of lyric. All Bardic Mages shouldhave a skill of at least 3 in Bard (a Professional skill,a cross between poetry and singing). Druidic Magic Casting Method: Speak, Gesture Time: x2 Skills: +2 Nature, +1 Elemental Spells, +1 Knowledge Spells, -2 Summoning, -1 Necromancy Aspect: +2 Nature, +1 Elemental Spells,

-1 Necromancy This is the magic of the druids of ancient Britannia.Druids were powerful wielders of elemental forcesand masters of the natural world. They were healers,wizards, and sages of the highest order in their land.Druidic magic, though long and difficult to learn, isextremely powerful. Elven Magic Casting Method: Speak, Language (Elven) Time: x2/3 Skills: no change Aspect: +2 Elemental, +2 Nature Spells, -2 Necromancy, -1 Creation & Destruction Special: Can only be cast by elves (and half-elves) Elves are renowned for their powerful magicalabilities, and elven magic is the reason. Even elveswill little or no magical talent can call and control theelemental forces of nature with ease! Elves makepoor necromancers, as such magic clashes with theirgreat energies of life. Elven magic can only be castby elves (and half-elves). Arcane Magic Casting Method: Speak, Language (Arcanian),

Reagents, Symbology Time: x3 Skills: +1 Enchantment, +1 Wizardry Aspect: +2 Enchantment, +2 Wizardry, -1 Nature Special: Vast Arcane libraries can give access to most any spell available. Arcane Magic is one of the most powerful forms ofmagic known. It is very bookish, and most Arcanemages fit all the cliches of white bearded, long robedwizards. Arcane magic gives tremendous bonuses inEnchantments and Wizardry spells, though magiccast by arcane incantations takes considerablylonger. The spell caster must chant arcane spells inthe ancient Arcanian language, and reagents andsymbols are both used when formulating a spell.There are tremendous volumes of texts on Arcanemagic, and so nearly every spell can be learned andknown by an arcane mage... If he can find the books.

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Kabalistic Magic Casting Method: Speak, Symbology Time: x5 Skills: +1 Knowledge, +1 Wizardry Aspect: +2 Knowledge, +2 Wizardry, +1 Mental,

-1 Combat Kabalah is an aspect of ancient Jewish mysticism,which arose in the first few centuries of the CommonEra. It is spelled many ways, due to poortranslations, and it is for this reason that anyKabalistic Mage should learn Hebrew, though thislanguage is not required. Kabalistic magic is verybookish, and spells are terribly prolonged withexcessive prayers and chanting. Kabalistic magic isnot confined to Judaism, and in fact HermeticKabalah is far more popular in western occult culture.Still, even Hermetic Kabalah is heavily influencedwith Judeo-Christian religion. Enochian Magic Casting Method: Speak, Language (Enochian)

Symbology, Gesture Time: x5 Skills: +2 Knowledge, +1 Elemental, +1 Summoning +1 Wizardry Aspect:+2 Knowledge,+1 Elemental,+1 Summoning, +1 Wizardy, -1 Nature The origin of Enochian Magic is unclear. Thesorcerer and alchemist John Dee developed it in the16th century, but he claimed to have based it in partfrom spells and prayers found in the Book of Enoch.The Book of Enoch (in reality) does not actuallycontain any sort of spells at all (I have read it).Nevertheless, Enochian magic was developed as away to gain divine knowledge and power. Dee andEnochian magic are also strongly linked to HPLovecraft's Cthulhu mythos. In a Cthulhu-stylecampaign, Enochian magic should be truly powerful.The elemental calls in the Enochian rituals hint at thepossibility of casting great elemental spells, but thiswas never really the purpose of Enochian magic. Voodoo Magic Casting Method: Speak, Language (Haitian)

Dance, Religion (Vodun) Time: x2 Skills:+1 Physiology, +1 Necromancy, -1 Knowledge -1 Combat Aspect:+2 Physiology,+2 Necromancy, +1 Enchant

-1 Knowledge Voodoo (or Vodun) is a magical religion practiced inHaiti. It arose from a strange mix of Catholicism andthe religions of the African slaves. Voodoo wasquickly outlawed and went underground. Stillpracticed today, Voodoo is one of the most prominentmodern day magic systems. Voodoo does, however,have a strong negative image, which is somewhatundeserved, though not entirely so. Voodoo magic is

strongly necromantic, most renowned for the powersto create zombies. Such evil Voodoo sorcerers arecalled Bokors, and are shunned by true Voodoopriests. It should not be overlooked that Voodoo canheal just as well as it can harm, if not better. Egyptian Magic Casting Method: Speak, Language (Egyptian)

Reagents, Religion (Egyptian) Time: x3 Skills: +1 Necromancy, +1 Physiology, -1 Combat, -1 Wizardry Aspect: +2 Necromancy, +2 Physiology, +1 Enchantments The magic of the Ancient Egyptians was once quitepowerful -- a magic from a time just after the fall ofthe antediluvian world. However, the Egyptians wereonly concerned with the powers of life and death,obsessed in fact, and so their magic developed onlyin those areas, and lacked in many others. Canannite Magic Casting Method: Speak, Religion (Canaanite), Dance, Self-Harm Time: x3 Skills: +1 Necromancy, +1 Summoning,

+1 Wizardy Aspect: +2 Summoning, +2 Necromancy,

+1 Enchantment, +1 Wizardry Special: Blood Rituals and Sacrifices The Canannites were the ancient enemies of theHebrew people. They had a very ritualistic magicsystem, intertwined with their religion. This magicsystem was dark and barbaric, and included acts ofbloodletting, human sacrifice, and sexual practices.Their magic primarily dealt with summoning thepowers of their gods, chiefly Baal-Haddad. Thismakes for a good example of a purely evil magicsystem.

age Characters Throughout fiction and fantasy there aremages of every countable type. There are

hideous witches and beautiful sorceresses. Elderlywizards and spitfire combat mages. Monsters anddemons who cast magic with impunity, and greatgods and deities who are masters of the magical arts.All can be created with these rules of magic. A mage character should be built as anyordinary character in Fuzion. He may also haveother special powers, such as superpowers orpsionics, but this is dependent upon the gameworld'srestrictions. Most mages are fairly powerful, and willhave at least Heroic characteristics and OptionPoints, but the GM will assign these as he sees fit. All mages must have a MAGE Characteristic(see above). Because this now makes eleven

M

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characteristics, the GM may choose to give someextra CP, or force the players to spread out thespending of their CP more thriftily. Once the magic systems have been devised,and the player has chosen which his character will bea wizard of, he is set to go. The GM may let him takea few starting spells (bought as normal skills),perhaps even a magic item or a magical tome. Fewstarting characters should be masters of the magicalarts, but they can quickly improve.

More About MAGE Your level of MAGE not only

determines how powerful you are, but whatspells you can use. Therefore, if the GMwants a "Level Improvement" type of rapidprogression characters seen in some fantasy games,he can give a progressive MAGE characteristic.

With this option, MAGE starts out at 1 or 2(and so TECH should probably be used as the basecharacteristic for casting). However, unlike normalCharacteristics, the player may improve MAGEduring the course of the game at any time, for 5 OPper level (or perhaps 10 or 20 OP per level). As heimproves he can learn new spells and cast themmore powerfully. However, such characters canquickly overshadow characters of other types, so theGM should allow other characters to progress quicklyas well. Aptitudes

To be a mage you must have MAGEof 1 or better. By default, you are simply amage, no frills attached. However, this maynot necessarily be the only type of magearound. Some mages are more talented incertain areas of magic, while lacking in all the rest (aMage Savant, you might say). Therefore, a mage may have a specialAptitude (Primary and Secondary Aptitudes) withcertain types of magic. This is independent from themagic system he knows, but can not becontradictory. A Bardic Mage can have an aptitude inCombat Spells, making him officially a Bardic CombatMage. How about an Elven Elementalist? Or aDruidic Enchanter? And for really bad news combos,watch out for Voodoo Necromancers!

A mage can have an aptitude in any categoryof magic (giving him a title such as Elementalist,Illusionist, Healer, and so forth). You may have onePrimary Aptitude and one Secondary aptitude. Itcosts no points to have an aptitude, but there aresome disadvantages. To pick your Primary and SecondaryAptitudes, go through the list of spell categories andpick the two you want (one for Primary and one forSecondary). Make a note of this. Sometimes youcan expand your title based on your aptitude, for

instance, with a primary aptitude in Combat spells,and you're not just a mage, you’re a Combat Mage!

• Your effective MAGE is at +2 for all spells inthe Primary Aptitude category.

• All spells in the Secondary category areunaffected, and have no modifier.

• However, all other categories are at -1MAGE.

The Magic System you use may also effect theMAGE level of spell categories. You do not have totake an aptitude if you do not what to. This is simplya way of concentrating on a certain field of magic.

pellsThese magical invocations are potent, directlycalling upon the energies that bind the universe

and twist them to the mage's command. Spells arevery strict and tedious, and will not work properly ifeven the slightest error occurs. All words must beprecise. All preparation must be perfect. The mage'sstate of mind, physical health, and even his stanceand body gestures must be perfectly tuned with theforces to call upon the desired result. Deviation canresult in partial effects to no effects whatsoever, or,on a critical failure, even catastrophic effects.

Most spells which are invoked directly fromancient texts require a great deal of preparation toavoid mistakes. These preparations are oftenredundant, overlapping, and some parts are outrightunnecessary, thus taking much longer than they needto. As a mage studies the dynamics of magic(Thaumaturgy) and delves into the workings of acertain spell, studying it intently, he can eventuallymemorize the spell (thus becoming skilled, allowinghim to perform it without the books). Mages such asthese can cast earthshaking spells in seconds,whereas the same spell "straight from the text" mighthave taken days to prepare.

There are countless methodologies for actualspell casting. These are built using the MagicSystems rules above. A typical magic-world mayhave just one system, or countless dozens. Mostmages will only know one and all his spells should bebased on that system.

Book CastingMany mages cast spells straight from the

book, which is why they have vast libraries of ancienttomes and grimoires. Having a grimoire of favoritespells is often a cheap and easy way to cast magicwithout having to spend time learning andmemorizing the spell itself, and spending countlessOP on magic. This does have its advantages, as abible-sized book can hold hundreds of spells.

It should be remembered, however, that mostmagic books have only a half-dozen good spells, andfew powerful ones, and the bulk of the text is takenup with thaumatological theories.

S

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Casting a spell from the book can be done byany mage who knows the system it is written for.Thaumaturgy is the base skill, which is then addedto the Characteristic used for spell casting (be itMAGE, TECH, INT, etc.). The more powerful thespell, the harder it is to cast, so the spell's requiredMAGE is subtracted from your Char + Skill. This,plus 3D6, is rolled against the target number (listedfor the spell).

In short, the roll for book casting is thus: Char + Thaumaturgy - (Required MAGE) + 3D6

vs Target DV.For example, the GM has chosen to use

TECH for spell casting and you have a ThaumaturgySkill of 6. You wish to cast a Level 5 spell from agrimoire which has a DV of 20. Your roll is thenTECH + 6 - 5 + 3D6 verses 20.

Furthermore, the time to cast the spell isautomatically doubled from what is listed. You mayspend Extra Time to improve your chances.

Learning Magic SpellsOnce you have a book with spells (or have

found a teacher) you may be begin learning them orimproving on your existing spells. Spells are learnedlike any ordinary skill; you memorize the words andprocedure so you can perform it in the future withoutthe book. Remember, solitary study and practicetakes a long time (1 month per point), and so findinga teacher, or learning from experience, is often thebetter choice.

Casting spells works just as you mightimagine. You simply make a Task Roll to see if yousucceeded or failed. Often spell casting takes a longtime, but quick and dirty spell casting, and takingextra time, can modify your skill roll.

Your roll to cast spells which you know issimply equal to your Characteristic + Spell Skill +3D6 (or 1d10). The base characteristic is MAGE orTECH or whatever the GM deemed it to be.

See below for more details on spell casting.

Off-System MagicOn a world with multiple magic systems, it is

very likely a mage will run across one of thesesystems with which he is unfamiliar. "The BarbarianMages of the Frozen North use strange and bizarremagic!"

Using a spell from another system that is notyour own gives an automatic -2 skill penalty. Youmay still learn the spell, at a -2 skill penalty, howeverthat spell will use the special feature of its ownsystem, not your system (which could actually be abonus!).

It is possible that with much practice and timeyou can convert that spell to your native system, butthis should take at least a year of work and study.

Quick and Dirty Spell CastingWhen you really need to cast a spell in a

hurry, you can cast it quick and dirty. This usuallyinvolves truncating rituals or long chants, andshortening procedures that you feel are unnecessary.The results are highly unreliable, but if you are smartenough, and good enough, the spell might still cast.

Casting quick and dirty halves the time tocast, but you are at -4 penalty to cast the spell. Youmay use Quick and Dirty for book casting, whichreduces the time to normal (instead of double), andyou will incur the -4 penalty.

Taking Extra TimeIf you have time to kill the best choice is to

spend extra time to make sure you get the spell right.This works the same as in Fuzion for Taking ExtraTime on any ordinary skill roll (see the Fuzion rulesunder Using Your Skills and Taking Extra Time).

All time is rounded up to the nearest time unitin the Fuzion Time Table. For example, if your spelltakes 3 minutes to cast, and you spend an extra 5minutes (3 minuets round to 5 minutes on the table)then you get a +1. If you spend +20 minutes (23minutes total) you get +2. If you spend +1 hour youget a +3 to your skill, and so forth.

You may not both Take Extra Time and castQuick and Dirty, but you may use this for BookCasting, making Magic Items, or for Alchemy.

Spell CastingTo cast a spell you must spend the required

time, expend MP energy, and perform whateverrituals and gestures are required for your magicsystem. You must also make a Task Roll when youhave finished to determine how successful you were.This roll is equal to your Characteristic + Spell Skill+ 3D6 (or 1D10). The base characteristic is MAGE orTECH or whatever the GM deemed the propercharacteristic for the spell. If you do not have a skillin the spell and are casting from a book, yourchances of success are much lower. See the sectionon Book Casting, above.

Typically, your roll is unopposed, using adifficulty value as listed for the spell. However, somespells, such as combat spells, are contested withDefense, Perception, WILL, or other magic.

Spell BindingBy default, when you finish casting a spell it

takes effect. This may not always be desired. If youare preparing to go into combat, it might be wise toprepare a dozen castings of fireball and healingspells to be invoked later.

To set a spell to be invoked at a later time,you do not make the Task Roll until the moment it isinvoked. You perform the chant, and use whatever

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ritual or reagents are required by the system, but youonly finalize the spell during its invocation.Therefore, you must take note of all spells you haveprepared for yourself, and the numbers for makingyour task roll.

When the time comes, you may trigger thespell with a short phrase (make sure that eachcasting of the same spell has a unique phrase,unless you want them all to activate at once).Therefore, you may prepare a set of spells includinga fireblast spell, a healing spell, and a light spell.Later, you can invoke the fireblast, commanding it tohit your foe. Only at that point would you make theTask Resolution roll to see if you hit.

Invocation takes only one action and requiresno energy or rituals (this has already been taken careof earlier). You need only say the words and perhapsmake a gesture or two, and must make the Task Rollto succeed. You may invoke the spell only once,unless you have prepared multiple castings of thespell (that is, having prepared four fireball spells).You do not need to carry anything with you, exceptperhaps the spell book (so you can read theinvocation correctly) or a written note of theinvocation words, unless you have spent some timememorizing the words (spending no less than tenminutes to memorize them, but do not to recite outloud!) The GM may make the player himselfmemorize the invocation words.

It is also possible to bind spells to objects orfriends so that they can use magic. The spell isbound in the same fashion, except on the object orother person. When then invoking words are spoken,the person invoking the spell makes a Task Rollusing the spell-caster's skill and characteristic(because he was the one who made the spell),though the user does get to roll the dice. Often, onobjects with a spell bound to them, instructions forhow to invoke the spell are written on the side.

These spell-bound objects are not true magicitems, as they are "one-shot" enchantments (ormultiple if you bound more than one casting).

Even a person with a zero MAGE can usemagic this way. It is not his magic he is using, butinstead the magical energies that the mage endowedhim (or the object) with. This can be a very usefuleffect of magic. An entire party endowed withmultiple healing and energy blast spells is quite aforce to be reckoned with!

Spell Binding RestrictionsSpell Binding can obviously be severely

abused. Therefore, the best way to restrict spellBinding is to declare that the spell will only remainbound for a short period of time before it dispersesand is gone.

The MP cost of the spell, times the Caster'slevel of MAGE equals the number of hours the spell

will remain bound. That is MP x MAGE = number ofhours the spell will stay bound.

The Mage can dump extra MP in to prolongthe time, but this will only increase it by +1 hour per+1 MP when cast. He cannot add more later to keepthe spell bound.

For instance, Zax the Mage casts a Fireballspell into his wand. He has a MAGE of 5, andFireball costs 5 MP. Therefore, This would normallyremain bound for only 25 hours. If he casts it with anaddition +4 MP (for 9 MP total cost to bind the spellto the wand), the spell would remain bound for 29hours before the spell disperses and is lost forever.

Dispersion does not imply that the spell goesoff. The spell simply evaporates and is lost.

Hitting with Magical ProjectilesA fireball, energy blast, or bolt of lightning all

have a chance of missing their target. Therefore,when casting an attack spell such as these, you mustroll verses the target's Defense Value. All penaltiesfor darkness, positioning, range, size, and so forth,apply. Each magical projectile spell has a differentlevel of damage, range, and effect. This will be listedin the spell's description. Treat the projectile as anynormal attack, rolling randomly to see where it hits, oraiming at a specific location. Some attacks, such asRend and Disintegrate, are distributed to all locations,and so do hit a specific location, per say.

ThaumaturgyThaumaturgy is simply a "science" of study

that deals with the mechanics of magic and theoccult. Thaumaturgy is used in book casting (seeabove) but allows you to identify spells. If you arewitness to a mage preparing a spell, or see areference to some spell, you may attempt to identifyit, but you must have some passing familiarity withthe spell and its magic system. Make a Task Roll inThaumaturgy vs. the spell's actual difficulty value. Ifyou're trying to identify a spell unfamiliar to you, youare at a -4. If it is in another system, you are also ata -4. If it is both, you are at a -8 to identify the spell.

On the other hand, you can also attempt todecipher a spell. This can be done to any spell thatyou read in a book or observe the preparationprocess of. You must make a successful Task Roll inThaumaturgy vs. the spell's actual difficulty. If yousucceed you will know what the spell is designed todo, even if you do not know its name or origin.

New SpellsSpells are just skills. And so, just as you

may add new skills at the snap of your fingers, so toowith spells. If you want a spell "Stone to Jellotm" thensimply make up "Stone to Jellotm" spell with yourGMtm. Naturally, such a new spell may have to be

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learned, or found in an ancient tome. If a magecharacter is trying to invent a new spell, the GMshould let him do so (the player and the GM togetherdesigning the spell), and allow the character to rollhis Thaumaturgy skill against a given Difficulty Value(between 22 to 30 for most spells).

Usually, inventing a new spell takes monthsof toil and study. There are no hard and fastguidelines for building new spells (as there are formaking new superpowers in Champions). This isbecause there are no bounds to the nature of magic.You could have a spell designed to change the colorof carpet, or buff the surface of your car. Instead, theplayer and the GM should work out together how thespells works, how much time it takes, and assign anappropriate difficulty level and MAGE level, based onDVs seen in other, similar spells.

Magic Made EasyThe number one rule in role-playing is "If the

rules bog the players down, get ride of them" (therules, I mean... not the players). The real world hasenough rules, why should a fantasy game add to allthe trouble?

Due to the way the magic system isconstructed, with the ability to store spells on yourselfor objects, it is possible to make this a super-simplistic "D&D" style system.

Put simply, before each session the playershould decide with the GM what spells he has on hisperson, or what spells are on various items or otherplayers. This must be kept reasonable, as thecharacter may have had only a day or less toprepare. Don't worry about materials or ritual (unlessthey are really exotic), and time must also be withinreason.

At any rate, the player may start off withsome small spells and maybe a couple larger ones,and invoke them whenever he needs them during thegame. Don't abuse this option, it's only here to makethe game move faster.

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Corpus Liber Magus

he Collected Book of MagicListed herein is a catalogue of powerful spellsand incantations. Please note that characters

who have no experience with these spells should noteven know they exist! Player's are discouraged fromreading further, as knowing too much couldcomplicate the game (oh, but that's no fun! Keepreading. It's not like this is the Necronomicon...).

This catalogue is divided into sectionsseparating the spells into their most logicalcategories. There is some overlap (fireball is both afire spell and a combat spell) so if you do not find thespell you are looking for in one section, try the nextmost likely place.

The spell's description will give the followinginformation: Generic name, time to cast the spell,energy to cast, required effective MAGE, and adescription of the spell's effect. The rituals andmethods used to cast the spell will vary depending onthe magic system used.

The below is a quick reference list for thespell categories. Each category is listed inalphabetical order. However, the actual spells withineach category are listed in order of power anddifficulty.

Spell CategoriesCombat SpellsCreation & Destruction SpellsElemental Spells Air Spells Earth Spells Fire Spells Water Spells Elemental SpellsEnchantmentsIllusion SpellsKnowledge SpellsLight and Dark SpellsMental SpellsMovement SpellsNature SpellsNecromancy SpellsPhysiology SpellsSummoning SpellsWizardry Spells

TerminologyTo clarify some critical terminology:You: Assuming that "you" are the one using(invoking) the spell, but not necessarily the one whocast the spell.Caster: The wizard who created the spell. This maybe you, or it maybe someone who stored the spell onyou or an item you are using.Cast: To create a spell to be used, may be stored onyou or any particular item. The actual task roll for thespell is performed during invocation (below).Invoke: To actually activate and use the spell.Typically, the spell is invoked by several words andgestures with the task roll (but there may be otherrequirements, see sections above).Target: The object or person on which the spell iscast.Energy: How much MP (Magic Points) the spelldrains from your Magic Pool.Requirements: Describes the level of MAGE (yourMAGE Characteristic value) required to cast thespell. Your effective MAGE must be equal to orgreater than the Level of a spell for you to be able tocast it.Difficulty: The DV target value that is rolled againstto cast the spell. More advanced and complex spellshave a higher Difficulty. Note that if you are using1D10s to roll your skills, subtract 5 from these values.Effective MAGE: Your MAGE Characteristic for aspecific category of magic, modified by Aptitudes ormodifiers from the magic system you use.Level: This is the Level of the spell. It is requiredthat you have an effective MAGE equal to or greaterthan the Level of the spell to cast it. For instance, tocast a Level 6 spell, you must have an effectiveMAGE of 6 or better.

T

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Combat SpellsCombat spells are quick, vicious, and deadly forms ofmagic design to kill, harm, and maim. Many culturesconsider such magic 'black magic', where in otherworlds combat magic is nothing more than simpleweapons that a mage wields for self-defense... and toslay his enemies.

StunTime: 6 seconds (2 Phases)Energy: 1 MP per DC StunRequirements: Mage 1Difficulty: vs. Target's DVA simple spell that shocks the target with a jolt ofmagical energy. The damage is not permanent,though is quite painful, and can render a targetunconscious if powerful enough. Stun does 1 DCSTUN damage per level of MAGE. That is, at MAGE5 you can do 5 DC STUN. This spell does nocollateral or roll over killing damage.

Magic ShieldTime: 12 seconds (1 Rounds)Energy: 1 MP per 5 SDRequirements: Mage 2Difficulty: 18This spell creates an invisible magical shield aroundthe caster (or one of his choosing) which will protecthim from Stunning damage. Magic Shield provides 5SD of STUN protection (both SD and ED Stun) perlevel of MAGE. The shield will remain active for anumber of Phases equal to the caster's MAGE.However, if the shield is ever penetrated, it willcollapse.

FireballTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: Mage 2Difficulty: vs. Target's DVWhen cast, a fiery ball of hellish flame will materializeand fly through the air toward your intended target.Fireball does 4 DC killing damage. Your fireball has arange of MAGE x 10 meters. The target will notcatch fire, as the magical flames vanish quickly.

FireblastTime: 48 seconds (4 Rounds)Energy: 10 MPRequirements: Mage 3Difficulty: vs. Target's DVWhen cast, a blazing inferno will erupt from yourhands like a river of fire. Rushing forth, your hellishweapon shall strike your target, smiting him.Fireblast does 5 DC killing damage and has a rangeof MAGE x 5 meters. Once it has struck, your targetshall burst into flame. Each Phase, the strickentarget shall receive 3 DC fire damage, diminishing by1 DC each subsequent Phase.

Magic BarrierTime: 1 minute (5 Rounds)Energy: 4 MP per 5 KD (physical)Requirements: Mage 3Difficulty: 19This spell creates an invisible magical barrier aroundthe caster (or one of his choosing) which will protecthim from physical killing damage (not energy). MagicBarrier provides 5 KD of physically protection, perlevel of MAGE (at MAGE 5 you can generate a 25KD Barrier). The barrier will remain active for anumber of Phases equal to the caster's MAGE.However, if the barrier is ever penetrated it willcompletely collapse.

Exploding FireballTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: Mage 4Difficulty: vs. Target's DVExploding fireball is much like the standard fireball,however, much more powerful. Exploding fireballdoes 6 DC killing damage, and has a radius of effectof 3 meters. All within this area must roll to escapethe fiery explosion! Exploding fireball has a range ofMAGE x 10 meters. The target will not catch fire, asthe magical flames vanish quickly.

Magic DeflectorTime: 2 minutes (10 Rounds)Energy: 4 MP per 5 KD (energy)Requirements: Mage 4Difficulty: 20This spell creates an invisible magical barrier aroundthe caster (or one of his choosing) which will protecthim from energy killing damage (not physical). MagicDeflector provides 5 EKD of energy protection, perlevel of MAGE (at MAGE 5 you can generate a 25EKD Deflector). The deflector will remain active for anumber of Phases equal to the caster's MAGE.However, if the deflector is ever penetrated, it willcompletely collapse.

Energy BlastTime: 2 minutes (10 Rounds)Energy: 8 MPRequirements: Mage 4Difficulty: vs. Target's DVBlast your foe to smithereens with seething waves ofdestructive energy. When it is cast, a destructiveblast of energy shall erupt from your hands. EnergyBlast does 4 DC killing damage. Your energy blasthas a range of Level x 20 meters

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Lightning BoltTime: 2 minutes (10 Rounds)Energy: 8 MPRequirements: Mage 5Difficulty: vs. Target's DVStrike down your enemies with claws of cracklinglightning. When it is cast, a crackling bolt of lightningshall erupt from your hands, and shall strike yourtarget, smiting him with electrical damage. LighteningBolt does 5 DC killing damage, plus 1 DC per MAGEover 5 (that is, at MAGE 6 you can cast a 6 DC bolt).Your lightning bolt has a of MAGE x 15 meters.Lightning seeks metal, so if your target wears metalupon his person, you have a +2 to strike him. If hewears no metal, yet metal is close by, you have a -2to strike him, as the lightning shall be drawn away.

Magic Force FieldTime: 5 minutes (20 Rounds)Energy: 6 MP per 5 KDRequirements: Mage 5Difficulty: 21This spell creates an invisible magical force fieldaround the caster (or one of his choosing) which willprotect him from any killing damage. Magic ForceField provides 5 KD of protection per level of MAGE(at MAGE 5 you can generate a 25 KD Force Field.The field will remain active for a number of Phasesequal to the caster's MAGE. However, if the forcefield is ever penetrated, it will completely collapse.

Light Blade (Laser)Time: 3 minutes (15 Rounds)Energy: 10 MPRequirements: Mage 6Difficulty: vs. Target's DVSlice your foe with searing lances of light energy.When cast, a thin beam of red light shall shoot fromyour hands, and shall strike your target, burning gashor hole through him. Laser Blade does 6 DC killingdamage, plus 1 DC per MAGE over 6 (that is, atMAGE 8 you can cast a 8 DC). Your light blade hasa range of MAGE x 40 meters. This laser passesthrough armor with ease, halving the armor's valuefor penetration.

Phantom StrikeTime: 1 minute (5 Rounds)Energy: 6 MPRequirements: Mage 6Difficulty: vs. Target's DV, or 22Call upon an invisible force to strike your enemydown. When you cast this spell, your target isrepeatedly attacked by bludgeon blows that followyour mental command. Thus, for a time, you maycommand the attacks as though you yourself werestriking. Phantom Strike does 2 DC damage per hit,and will remain active for a number of Phases equal

to the caster's MAGE. You must use an action tocommand each strike upon your foe (but there is nofurther energy cost). Because it is invisible, the targetis at -4 to defend, assuming he can defend against itat all, unless he can see invisible. It has a rangeequal to MAGE in meters.

Phantom BoltTime: 1 minute 36 seconds (8 Rounds)Energy: 8 MPRequirements: Mage 7Difficulty: vs. Target's DV, or 23When you cast this spell, your target is repeatedlyattacked by a series of invisible magic missiles thatfollow your mental command. Thus, for a time, youmay command the attacks as though you yourselfwere striking. Phantom Bolt does 2 DC damage perhit, and will remain active for a number of Phasesequal to the caster's MAGE. You must use an actionto command each strike upon your foe. Because it isinvisible, the target is at -4 to defend, assuming hecan defend against it at all, unless he can seeinvisible. It has a range equal to MAGE x 10 meters.

Phantom SwordTime: 2 minutes (10 Rounds)Energy: 10 MPRequirements: Mage 8Difficulty: vs. Target's DV, or 24When you cast this spell, an invisible swordrepeatedly attacks your target which follow yourmental command. Thus, for a time, you maycommand the attacks as though you yourself werestriking. Phantom Sword does 2 DC damage per hit,and will remain active for a number of Phases equalto the caster's MAGE. However, this spell cutsthough armor, halving its value for penetration. Youmust use an action to command each strike uponyour foe (but there is no further energy cost).Because it is invisible, the target is at -4 to defend,assuming he can defend against it at all, unless hecan see invisible. It has a range equal to MAGE x 2meters.

Phantom WarriorTime: 2 minutes 24 seconds (12 Rounds)Energy: 12 MPRequirements: Mage 8Difficulty: vs. Target's DV, or 24When you cast this spell, your target is attacked byan invisible force that acts as a ghostly warrior. Oncecast, you need not worry about its actions, and arefree to carry on. The Phantom will attack the targeton its own, and continue to do so for a number oftimes equal to the caster's MAGE. Each action, it willstrike automatically (so long as you were successfulon the roll to hit). The Phantom will do 2 DC killingdamage with each hit. It will follow and keep attacking

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the target wherever he may go. Because it isinvisible, the target is at -4 to defend, assuming hecan defend against it at all, unless he can seeinvisible.

Death BoltTime: 8 minutesEnergy: 15 MPRequirements: Mage 9Difficulty: vs. Target's DVWhen this dark spell is cast, a black bolt of terribleenergy will erupt from your hands and shall strikeyour target, burning away his life energy. The deathbolt bypasses all armor and inflicts 6 DC damage.However, there is no physical damage, soResurrecting such people killed by death bolt is quitesimple (+2 to Resurrection). This spell cannot harmnon-living objects. Furthermore, zombies and otherundead are completely immune. Death Bolt has arange of MAGE x 10 meters.

RendTime: 10 minutesEnergy: 15 MPRequirements: Mage 9Difficulty: vs. Target's DVRavage your enemy with brutal forces that rend hisflesh from bone! Though neither bolt nor beam maybe seen when cast, your enemy will parish mostgruesomely. Rend does 5 DC killing damage to thetarget, plus 1 DC per level over MAGE 9. It willbypass all armor protection, ripping apart your targetfrom the inside out! This spell does not effect physicalobjects. Rend has a range of MAGE x 10 meters.

DisintegrationTime: 30 minutesEnergy: 30 MPRequirements: Mage 10Difficulty: higher of Target's DV or 26Obliterate your foe utterly! When you cast this spell,your target area is consumed in a flash of destructiveenergy that instantly turns all matter to dust. Anyobject within a radius equal to (MAGE - 6 meters) istotally destroyed (that is, at MAGE 10, the radius is 4meters, for a total area of 16 square meters!).However, when the caster is making the spell, hemay lessen this radius by any amount. This cannotbe changed later, not even during the invocation, sobe careful you are not within the radius of destruction(if you are using an item with this spell, and do notknow the radius, make sure you are at least tenmeters away, just in to be sure). If the target is notcompletely within this radius, or is larger than thearea of destruction, it will take damage equal to 1Kper meter that was destroyed (armor protects in full).

Creation & Destruction SpellsCreation spells allow a mage to manipulate matter,cleaning, repairing, shaping, and even bringing thingsinto spontaneous existence! Destruction spells sowchaos and disorder, accelerating entropy and causesthings to wear out.

CleanTime: 3 seconds (1 Phase)Energy: 1 MPRequirements: MAGE 1Difficulty: 16Casting this spell upon an object, person, or self willinstantly remove all unwanted dirt, sweat, and oil.

SoilTime: 3 seconds (1 Phase)Energy: 1 MPRequirements: MAGE 1Difficulty: 16Casting this spell upon an object or person willinstantly cause it to become dirty, smelly, andcovered with dust! It causes no damage, and the dirtand dust can be easily removed by washing.

MendTime: 6 seconds (2 Phases)Energy: 1 MPRequirements: MAGE 1Difficulty: 16Casting this spell upon cloth, paper, carpet, or othersuch simple, woven or knitted material will instantlyrepair all tears or holes, but it will not repair lostinformation, such as on a damaged book. It will onlyrepair the material.

WeakenTime: 9 seconds (3 Phases)Energy: 3 MPRequirements: MAGE 2Difficulty: 18Cast upon any object, the object shall be weakenedand become vulnerable to further damage. Normally,this spell does 1 DC damage to any non-living form.Cast upon armor, it shall remove 1 point of itsprotective value.

MalfunctionTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 18This spell shall cause a machine, mechanical orelectronic, to jam, freeze, or shut down. To cast thisspell, you must have knowledge about the machine.You must successfully make the skill roll in the

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appropriate area, mechanics, engineering,electronics, etc. Once this spell is cast, the machinewill stop and shut down, and must be restarted tocontinue its work.

ShatterTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 19Casting this spell upon an object will cause the objectto be shattered, in whole or in part. Normally, thisspell shall do 2 DC damage to any non-living form.Cast upon armor, it shall remove 2 points of itsprotective value.

RestoreTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 21This will temporarily make a damaged object fullyfunctional. Cast on an object, it will function andappear undamaged for a time equal to the caster'sMAGE in minutes, so long as the object is not brokeninto may pieces, and also long as at least 80% of it isintact. After this time it will breakdown again.

CorrodeTime: 36 seconds (3 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 22Cast upon any object, the object shall becomecorroded and turn to ruin. Metal will rust, tarnish, ormelt. Paper and wood shall turn to ash. Plastic,stone, and other such resistant material are notaffected. Normally, this spell shall do 3 DC damageto any non-living, corrodable material. Cast uponarmor, it shall remove 3 points of its protective value.It will also cause the above mentioned corrosiveeffects.

RepairTime: 3 minutes (5 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: 24Upon casting this spell upon an item, it will becomefully repaired and functional, so long as all parts(broken or not) are available. This repair ispermanent. It is possible to repair an object of up toa mass equal the caster's MAGE x 5 kilograms. Youmay repair larger objects with multiple castings.

ReplicateTime: 10 minutesEnergy: 15 MPRequirements: MAGE 6Difficulty: 22When this spell is cast upon an object, an exactduplicate shall be created. A mass of material mustbe available for it to form from, comprised of thesame elements as the object to be copied (that is, toreplicate a sword you must have a bar of steel). It ispossible replicate an object of a mass equal thecaster's MAGE x 5 kilograms. You may replicatelarger objects with multiple castings. This spell willmake a precise copy. A book will be copied, letter forletter. A floppy disk will be replicated, data and all;the same for videocassettes and optical disks, etc.Serial numbers and stamps will also be preciselycopied, so counterfeiting money in such a way ishighly discouraged. Oddly, when a living organism isreplicated, it is formed dead. If a magic item iscopied, the copy will not retain its magical powers.

Create ObjectTime: 30 minutesEnergy: 30 MPRequirements: MAGE 6Difficulty: 22When you cast this spell, the object of your desireshall appear before you. To use this spell, you mustknow the workings of the object. Simple, commonobjects such as tables, chairs, swords, and the likerequire that you only picture the object in your mind.Complicated machines require that you make anCompetent Task Roll in the appropriate skill(electronics, mechanics, weaponsmith, etc.) beforecasting this spell. Once the object is formed, it willremain in existence for a time equal to the caster'sMAGE x 2 in minutes, for the object is of magicalenergy and is not truly made of material stuff. Youmay create an object of a mass up to the caster'sMAGE x 5 kilograms. It is possible to create largerobjects with multiple castings.

Create AnimalTime: 1 hourEnergy: 30 MPRequirements: MAGE 8Difficulty: 26When you cast this spell, the creature of your desireshall appear before you. To use this spell, you musthave seen the beast before. You must have seen itwith your own eyes, and not in picture or painting.Once the beast is formed, it will remain in existencefor a time equal to the caster's MAGE x 5 in minutes,for the beast is of magical energy and is not trulymade of material stuff. You may create a creature ofmass up to the caster's MAGE x 5 kilograms. It ispossible to create a larger animal with multiplecastings.

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Create PersonTime: 2 hoursEnergy: 30 MPRequirements: MAGE 9Difficulty: 30When you cast this spell, a new person of yourdesign shall appear before you. You must clothe it,and tend to its needs, but the person is not withoutskill or knowledge. Though he (or she) is not truly athinking being, it will have five basic skills of yourchoice (Language and Education are should be twoof these) of at most level 3 (but you must also havethese skills, at 3 or better). You distribute 50 CPbetween its characteristics. Once the person isformed, it will remain in existence for a time equal tothe caster's MAGE x 10 in minutes, for the person isof magical energy and is not truly made of materialstuff. The person will obey all your commands.

Disintegration(See Combat Spells)

Elemental SpellsThere are five categories of Elemental spells: Air,Earth, Fire, and Water. Elemental Spells are listed ina separate sub-category to group the spells together.A mage with an aptitude in Elemental Spells gets thebonus for all five categories. It is pointless, thoughpossible, to have an aptitude in just one sub-category(such as Air).

Air SpellsThese are spells considered with the elements of theair: weather, rain, wind, and air. Air Elementals(often called Sylphs) are in the Elemental Spellsection, listed as Air Elementals.

Clean AirTime: 3 seconds (1 Phase)Energy: 1 MPRequirements: MAGE 1Difficulty: 16You may clean the air of impurities. When cast, thisspell destroys smoke, odors, pollen, and pollution. Itpurifies a radius equal to the caster's MAGE, inmeters.

Predict WeatherTime: 6 seconds (2 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16Having cast this spell, you shall know the weatherforecast for a time no greater than the caster'sMAGE, in days.

Call WindTime: 9 seconds (3 Phase)Energy: 3 MPRequirements: MAGE 2Difficulty: 17You may create a wind, and call it from any direction.Your wind shall last for a time equal to the caster'sMAGE, in seconds. It will have a force equal to yourMAGE x 5 kph.

CoolTime: 9 seconds (3 Phases)Energy: 3 MPRequirements: MAGE 2Difficulty: 17You may command the air to cool when you cast thisspell, within a radius equal to the caster's MAGE, inmeters. This spell will cool the air a number ofdecree (Celsius) equal to the caster's MAGE.

Air JetTime: 12 seconds (1 Round)Energy: 3 MPRequirements: MAGE 3Difficulty: 18You may cast a great jet of powerful air from yourhands. This does no real damage, but if you hit yourtarget, he will suffer from Knockback. Air Jet willcause 1 DC per level of the caster's MAGE, forknockback calculations only (DC - BODY + 1D6 =meters knockback).

Shape AirTime: 36 seconds (3 Rounds)Energy: 3 MPRequirements: MAGE 3Difficulty: 19You may alter the form of air, creating a light breeze,moving to your design. Most useful is your ability toforce air away from your foe, creating around him avacuumous bubble, thus asphyxiating him!

Control CloudsTime: 1 minute (5 Rounds)Energy: 5 MPRequirements: MAGE 4Difficulty: 20You may, upon casting this spell, create or removeclouds as you wish. The effect takes 60 minutes(divided by the caster's MAGE), to become fullyapparent. In this way, you may dispel rain or storm,but not necessarily call upon them.

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Create RainTime: 5 minutes (25 Rounds)Energy: 8 MPRequirements: MAGE 5Difficulty: 22When this spell is cast, you may called down a lightrain which will last for a time equal to the caster'sMAGE, in minutes. This may only be done if thereare clouds in the sky (not necessarily storm clouds).

Walk on AirTime: 8 minutesEnergy: 12 MPRequirements: MAGE 6Difficulty: 24Casting this spell allows you to 'walk on air'. The airbeneath your feet becomes solid, and able to supportyour weight. You can walk up or down (as if oninvisible stairs), or straight-ahead. It should be notedthat even if you are even mildly acrophobic, you willprobably be unable to make yourself climb invisiblestairs far above the ground!

Create StormTime: 10 minutesEnergy: 15 MPRequirements: MAGE 8Difficulty: 26When this spell is cast, you may called down athunderstorm which will last for a time equal to thecaster's MAGE x 2, in minutes. This may only bedone if there are many clouds in the sky. If theclouds are not storm clouds, they will quickly turn tosuch.

Earth SpellsThese are spells concerned with creating, shaping,and controlling earth and stone. Earth Elementals(often called Golems) are listed in the ElementalSpell section. Crystal, Earth, Metal, Stone, and SteelElementals can all be forms of Earth Elementals.

Earth SenseTime: 6 seconds (2 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16Casting this spell allows you to search and sense anelement, mineral, or metal in the earth, giving you asense of its direction, distance, and depth. Sensingfor gold might help you find a buried treasure.Sensing for onyx could help you find this blackgemstone. Your range equals the caster's MAGE x10 meters.

Shape EarthTime: 12 seconds (1 Round)Energy: 3 MPRequirements: MAGE 2Difficulty: 17With this spell you may alter the form of earth. Youmay create earthen mounds, walls, and so forth.You may shape an area of earth equal to the caster'sMAGE, in cubic meters. Multiple castings must bemade for large areas. This is especially useful fortunneling underground.

Shape StoneTime: 36 seconds (3 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 18With this spell you may alter the form of rock orstone. You may create stone mounds, walls, andeven statues! You may shape an area of stoneequal to the caster's MAGE, in cubic meters. Multiplecastings must be made for large areas. This can bevery useful for tunneling through walls.

Earth to StoneTime: 48 seconds (4 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 20With this spell, you are able to turn earth, dirt, or clayinto hard stone. You may turn earth of mass up tothe caster's MAGE x 10, in kilograms. Multiplecastings must be made for large masses.

Stone to EarthTime: 48 seconds (4 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 20The reverse of the above.

See Through EarthTime: 1 minute (5 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 20You may see through earth, as if it were transparent.You may look through such earth with a thicknessequal to the caster's MAGE, in meters.

See Through StoneTime: 3 minutes (15 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 22You may see through stone, such as stone or rockwalls, as if it were transparent. You may look through

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such stone with a thickness equal to the caster'sMAGE, in meters.

Flesh to StoneTime: 10 minutesEnergy: 4 MPRequirements: MAGE 5Difficulty: 22Casting this spell on a living target will instantly turnhim into a stone statue! This spell will do 3 DC'damage', however, this is not real damage, and it isonly used to determine if the target was turned tostone. If he takes more than (BOD x 5) hits of Fleshto Stone damage, the target will be turned to a stonestatue (armor cannot help). This spell may be castmultiple times to fully effect a target.

Stone to FleshTime: 10 minutesEnergy: 4 MPRequirements: MAGE 5Difficulty: 22Reverses Flesh to Stone.

TremorTime: 20 minutesEnergy: 15 MPRequirements: MAGE 6Difficulty: 23You may command the earth to tremble, frighteningsimple minded foes. All who are not prepared for thequake must make a WILL roll, or flee in panic.

Move Through EarthSee Phase Through Matter (Movement Spells).

EarthquakeTime: 1 hourEnergy: 20 MPRequirements: MAGE 9Difficulty: 26With this spell, you may create a great quake,powerful enough to scatter armies and topplebuildings! The caster's MAGE equals the quake'sstrength on the Richter scale. The radius off effect isequal to the caster's MAGE divided by 2, inkilometers. The power of the quake will drop offexponentially through this radius.

Create VolcanoTime: 2 hoursEnergy: 30 MPRequirements: MAGE 10Difficulty: 28You may raise up a great volcano, opening a pit tothe depths of the earth's molten mantel. From thishole shall burst forth a torrential fire of lava anddeadly smoke. All within ten meters are in immediatedanger and will take 1D6 killing damage per Phase

from the hot cinders and poisonous gas. Shouldanyone fall into the new lava flow, he shall take 10D6damage every Phase! The volcano will grow to be asmall hill in a day, having covered a 100 meter areawith its ash and lava. With in a week, the volcano willbe dead, but it will have covered a kilometer radiuswith ash, cinder, and lava. This spell may also beused to awaken dormant, or even extinct volcanoesto their full fury!

Fire SpellsThese are spells for creating fire by magic. Anythingon fire will take 3DC killing damage per phase,unless, of course, it is fire resistant. Fire Elementals(often called Salamanders) are in the Elemental Spellsection, listed as Fire Elementals.

IgniteTime: 3 seconds (1 Phase)Energy: 2 MPRequirements: MAGE 1Difficulty: 16A simple, yet powerful spell. You may cast this spellupon kindling or fuel and it will spontaneously eruptinto fire! You may not ignite materials which arenormally unburnable (such as wet wood or metal).

Douse FireTime: 9 seconds (3 Phases)Energy: 3 MPRequirements: MAGE 2Difficulty: 17Upon casting this spell upon flames they shall beinstantly doused. You may extinguish fire of an areaequal to the caster's MAGE, in meters. For largefires, you may need to cast this spell several times.

Magical FireTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 2Difficulty: 18You may create a fire of magical force upon anobject, or in the very air itself (though the fire shall notremain hovering unless levitated). A magical flamewill burn both flammable and inflammable objects,and will burn for a time equal to the caster's MAGE inPhases, or until put out (it can be put out by normalmeans).

Fireball(see Combat spells)

Fire Blast (see Combat spells)

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Fire ResistanceTime: 36 seconds (3 Rounds)Energy: 5 MPRequirements: MAGE 4Difficulty: 20Upon casting this spell upon an object or person willmake it invulnerable to fire. This spell will last for atime equal to the caster's MAGE, in minutes. No firemay burn upon a fire resistant object, and that objectwill never take damage from fire.

ThermoticsTime: 1 minute (5 Rounds)Energy: 5 MPRequirements: MAGE 5Difficulty: 22According to your words and will, you may raise thetemperature of any object (of up to 100 kgs or tencubic meters, or less) a number of degrees equal toyour MAGE. This spell should be cast multiple timesto continue increasing the temperature. Largermasses (or volumes) will be heated at proportionallyequivalent rates (that is, 200 kgs would heat at halfthe rate as 100 kgs).

IncinerateTime: 5 minutes (25 Rounds)Energy: 10 MPRequirements: MAGE 7Difficulty: 24Casting this spell upon an object or person consumesit in a great maelstrom of hellish fire. The fire rageswith heat hot enough to melt steal and vaporize fleshand bone in seconds. The fire will burn doing 8 DCof killing damage per Phase. It will burn for a timeequal to the caster's MAGE in Phases and diminishesby 1 DC every Phase.

InfernoTime: 10 minutesEnergy: 20 MPRequirements: MAGE 9Difficulty: 26This spell creates a terrible raging inferno of iron-melting incendiary flames. You may cast the infernoon any area within visual range, but be careful youare into within the inferno's range. The inferno willcover a radius up to the caster's MAGE in meters.Any object within these inferno will take 10 DC killingdamage per Phase. The inferno will vanish after anumber of Phases equal to the caster's MAGE anddiminishes by 1 DC every Phase

Water SpellsThese are spells concerned with creating, shaping,and controlling water. Water Elementals are listed inthe Elemental Spell section.

Find WaterTime: 6 seconds (2 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16Casting this spell allows you to sense the nearestlocation where water can be found. Casting this spelltells its direction and distance. Your range equals thecaster's MAGE x 10 meters.

Clean WaterTime: 12 seconds (1 Round)Energy: 3 MPRequirements: MAGE 1Difficulty: 16Cleans and purifies even the most poisoned andmuddied water so that it is as crystal clear and freshas the sweetest mountain spring. This spell will onlyclean a quart of water, so make sure it is containedbefore casting.

Evaporate WaterTime: 12 seconds (1 Round)Energy: 3 MPRequirements: MAGE 2Difficulty: 17Casting this spell causes one quart worth of water toinstantly evaporate. It does not turn into steam, orany noticeable cloud, but it may eventually condenseor rain back down.

Taint WaterTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 3Difficulty: 18Casting this spell taints a container of water, makingit poisonous and filthy to drink. The water also looksexceedingly unpleasant, murky brown or green, andtastes revolting. Should someone actually drink thiswater, he will take 1 DC killing damage.

Create WaterTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 4Difficulty: 20Casting the spell spontaneously creates water insidea container (if not contained, it will spill on theground). This spell will create a quart of pure water.

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Breathe WaterTime: 36 seconds (3 Rounds)Energy: 5 MPRequirements: MAGE 4Difficulty: 20This often-used spell allows a mage to breatheunderwater, as if the water itself were fresh air. Thiscauses no lasting effects once out of water, and thelungs function normally. The spell will last for a timeequal to the caster's MAGE in minutes.

Create FogTime: 1 minute (5 Rounds)Energy: 6 MPRequirements: MAGE 4Difficulty: 20Casting this spell creates an area of dense fog whichis difficult to see through (Heroic Difficulty). The areaeffected equals the caster's MAGE in meters radius.

Shape WaterTime: 2 minutes (10 Rounds)Energy: 8 MPRequirements: MAGE 5Difficulty: 22Casting this spells allows you to shape and controlthe form of water. With this spell, you may partrivers, create great walls of water, or createwondrous water sculptures to awe the masses. Youmay control the shape of water of an area equal tothe caster's MAGE in cubic meters. Multiple castingsmay be needed to affect large bodies of water.

Walk on WaterTime: 4 minutesEnergy: 10 MPRequirements: MAGE 7Difficulty: 24A spell employed by miracle makers everywhere, thisspell allows you to walk upon water as if it were solidground. This spell will last for a time equal to thecaster's MAGE, in minutes.

Elemental SpellsElementals (also, Golems, Nature Spirits,

etc.) are magical beings, usually comprised orrepresentative of primary elements. The mostcommon elementals are earth (and earth related), butair, fire, and water elementals may also be created.An elemental is formed directly from certain basicmaterials and elements (such as fire, or stone), andgains life from the essence and 'spirit' of thoseelemental forces within.

Elementals often require a great deal ofenergy to create, more than most mages canpossess. Elementals are therefore often created instages, whereby the mage creates part of theelemental, then rests to restore his magical energy,

and then continues. All elementals remainpermanent living beings once created. By default, acreated elemental will obey its creator, but mighteventually leave or rebel on its own free will. Toavoid this, all creators should know the ControlElemental Spell.

Elementals are also found in nature aselementals of their respective elements. Minorelementals (nature spirits) are plentiful, and usuallyreside within the element materials themselves. Thatis, a fire elemental spirit might reside in a ragingforest fire. These can be called, as per CallElemental spell, and this is usually much preferred tohave to actually create an elemental.

Greater elements also exist. An adventurousparty might stumble across a pondering Earth Golemin the woods, or spy a rippling Water Undine in thewaters of a lake. These highly independentelementals are living, thinking individuals with theirown names, vast powers, and are practicallyimmortal. They usually guard a forest, treasure, orhidden village, and should be treated with respect (orcaution). They can be controlled (contest of Wills),but if you lose this contest, you had better run.

Call Elemental (Type)Time: 1 minute (5 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 20This spell exists for each of the seven Elementaltypes outlined below, and is a separate spell foreach. If there are other types of Elements, each is aseparate spell as well.

Casting this spell allows you to summon theelemental, if one is near-by (approximately onekilometer). It is unlikely you can summon a waterelemental in a desert. Do not, however, think that airand earth elementals are everywhere -- they are not.This should be determined randomly by a die roll(assuming there is an elemental of that type nearby,if logically possible).

Roll 1D61 - No Elemental2 - No Elemental3 - No Elemental4 - Basic or Small Elemental5 - Heavy Elemental6 - Colossal Elemental

When you call an elemental, it may end up being ofany size (basic, heavy, or colossal, as above),however you can place a restriction on the spell (i.e.,only Heavy) but this will lower the chances that therewill be a response.

The elemental will arrive in 3D6 x 5 minutes.On a critical success (all ones) a great naturalelemental will come to assist you (you should not tryto control it), and this demi-god being will have

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extremely powerful characteristics and magic. On acritical failure, one such great elemental will come tokill you.

Once the elemental arrives it will usuallyhave a neutral reaction to you, and only follow yourcommands if it feels like it. You may try a Presenceattack to impress it, or use the appropriate ControlElemental spell.

Control Elemental (Type)Time: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 3Difficulty: vs. Elemental's WILL + ConcentrationThis spell exists for each of the seven Elementaltypes outlined below, and is a separate spell foreach. If there are other types of Elements, each is aseparate spell as well.

When cast, this allows you to gain control ofan elemental (of the appropriate type) that is withinyour visual range. It is a contest of your roll againstthe element's WILL, or against the Control roll of themage currently controlling the elemental. The spellwill last for a number of minutes equal to the caster'sMAGE. When this time is up, you had better use thespell again, as most elements resent being forciblycontrolled (though most will simply leave).

Dispel Elemental (Type)Time: 12 seconds (1 Round)Energy: 6 MPRequirements: MAGE 4Difficulty: vs. Elemental's DVCasting this spell against an elemental does notactually dispel it per se, but rather it causessignificant damage to the elemental forces binding ittogether. A successful hit (vs. the elemental's Evaderoll) will cause damage to the elemental equal to 2DC times the caster's MAGE . This attack bypassesall armor the elemental may have. Often, it is simplerto just gain Control of the Elemental.

Create Basic Elemental (Type)Time: 1 hourEnergy: 50 MPRequirements: MAGE 5Difficulty: 22This is the basic Elemental spell used to create anelemental. It is necessary for you to have in yourimmediate area the basic elements for the type ofelemental (that is, you cannot make a waterelemental without a large quantity of water nearby).

The basic elemental requires at least 100 kgsof its basic element (earth, rock, water, etc.). Theelemental weights 100 kgs and stands 2 meters tall.Once created, the elemental will remain in existenceuntil it is destroyed (reaches 0 Hits), until the creatorcommands it to die (at which point it might rebel), or

until dispelled. By default, the creator will havecontrol, able to give it any verbal command.However, the elemental does have free will, maychoose to do as it pleases (fire elementals arenotorious about this). All who wish to createelementals are highly advised to know the ControlElemental spell, and use it whenever necessary.This spell exists for each of the seven Elementaltypes outlined below. If there are other types ofElements, each is a separate spell as well.

All elementals have four basic skills at level3: Language (caster's native language), Hand-to-Hand, Hand-to-Hand Evade, and Perception. Mostalso know one (some times more) spells from theircategory of elemental magic, with at an effectiveMAGE of 4 (natural elementals often have muchhigher levels of MAGE and are rarely restricted to justthe one spell category).Base Characteristics ModifiersSame as listed for Elemental Type

Create Small Elemental (Type)Time: 30 minEnergy: 30 MPRequirements: MAGE 5Difficulty: 18Just like Basic Elemental, except the Elemental ismuch smaller. The small elemental requires only 10kgs of its basic element and is no bigger than a smallanimal (such as a rabbit). This spell exists for eachof the seven Elemental types outlined below. If thereare other types of Elements, each is a separate spellas well.Base Characteristics Modifiers+1 REF, +1 DEX, -3 STR, -3 BODY, +2 MOVE(increase due to greater mobility)Armor: halved

Create Heavy Elemental (Type)Time: 2 hoursEnergy: 70 MPRequirements: MAGE 6Difficulty: 24Just like Basic Elemental, just bigger. The heavyelemental requires at least one ton of its basicelement (earth, rock, water, etc.). The heavyelemental weighs a ton and stands four meters tall (1story). This spell exists for each of the sevenElemental types outlined below. If there are othertypes of Elements, each is a separate spell as well.Base Characteristics Modifiers+1 WILL, -1 REF, -1 DEX, +3 CON, +3 STR,+6 BODY, +2 MOVE (increase due to size)Armor: x5 KD

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Create Colossal Elemental (Type)Time: 4 hoursEnergy: 100 MPRequirements: MAGE 7Difficulty: 26Just like Heavy Elemental, but even bigger. Thecolossal elemental requires at least 10 tons of itsbasic element (earth, rock, water, etc.). The heavyelemental weighs 10 tons and stands 12 meters tall(3 stories). Often, the creator may actually ride onthis elemental's shoulder (or perhaps can control itfrom inside...). This spell exists for each of the sevenElemental types outlined below. If there are othertypes of Elements, each is a separate spell as well.Base Characteristics Modifiers+1 WILL, -1 REF, -1 DEX, +10 CON, +10 STR,+20 BODY, +4 MOVE (increase due to size)Armor: x25 KD

Types of Elementals(There are different versions of all Elemental Spells,one version for each type).

Air ElementalAn air elemental (or Sylph) is a swirling tornado ofwind, in the form of a man. It is completelyinvulnerable to physical attacks, but takes fulldamage from energy attacks.Base Characteristics3 INT, 5 WILL, 4 PRE, 3 TECH, 5 REF6 DEX, 5 CON, 5 STR, 5 BODY, 6 MOVEArmor: none

Fire ElementalThe fire elemental (or Salamander) is one of the mostvicious of all elementals. Its appearance is that of ahuman form, yet completely ablaze! It has theunfortunate side effect of catching anything it toucheson fire, doing normal burning damage. Contrary topopular belief, the fire elemental does not throwfireballs, unless endowed with knowledge of thatspell. The fire elemental is completely invulnerable tonormal attacks, but takes half damage from energy.It will take 6 DC hits of damage when in water (or hitwith fire retardant spray), and cannot live for morethan ten minutes without some form of fuel. It will diein an un-oxygenated environment.Base Characteristics2 INT, 6 WILL, 4 PRE, 3 TECH, 6 REF4 DEX, 5 CON, 5 STR, 5 BODY, 5 MOVEArmor: none

Water ElementalThe water elemental (or Undine) is comprised solelyof liquid water. It looks like a human form made ofgelatin-like water, and is usually a transparent aquablue. It is completely invulnerable to physical attacks,but takes full damage from energy. The waterelemental can be evaporated by heat, so any

thermal-damage related attack does double damage(fire, lasers, thermonuclear explosions, and the like).Base Characteristics4 INT, 6 WILL, 4 PRE, 4 TECH, 6 REF4 DEX, 5 CON, 5 STR, 5 BODY, 6 MOVEArmor: none

Earth ElementalProbably the most common elemental, the earthelemental (or Golem), is forged from the clay and dirtof the ground below. It's an all around average, witha strong body and comparable abilities.Base Characteristics3 INT, 5 WILL, 4 PRE, 3 TECH, 5 REF5 DEX, 6 CON, 7 STR, 7 BODY, 5 MOVEArmor: none

Stone Golem (Earth Elemental type 2)The next step up from the earth elemental, the stonegolem is simply made of harder materials. It's fairlyslow, but its an equal trade off for its greatly improvedstrength.Base Characteristics3 INT, 5 WILL, 4 PRE, 3 TECH, 4 REF5 DEX, 7 CON, 8 STR, 8 BODY, 3 MOVEArmor: none

Steel Golem (Earth Elemental type 3)This is an earth elemental forged of sheets of metal,steel, or even scrap junk. The metal will crumpletogether to form a roughly humanoid shape. Thoughit is sluggish, the steel golem is extremely powerfuland tough to kill.Base Characteristics3 INT, 4 WILL, 4 PRE, 3 TECH, 5 REF4 DEX, 6 CON, 8 STR, 8 BODY, 3 MOVEArmor: 10 KD

Crystal Golem (Earth Elemental type 4)A crystal elemental is comprised of strong crystallinerock, mainly quartz, but may also included valuablejewels (rubies, emeralds, and diamonds). Not only isits armor nearly impenetrable, its body is nearlyunbreakable!Base Characteristics3 INT, 4 WILL, 6 PRE, 3 TECH, 4 REF5 DEX, 5 CON, 6 STR, 10 BODY, 4 MOVEArmor: 20 KD

EnchantmentsThese spells are permanent once cast on an object,which is why they take so much time and energy.Enchantments that take more energy than you mighthave at any given time can be cast in stages. Thatis, if the enchantment requires 500 MP, and a time oftwo hours, you must work on the item for two hours,spending however much MP you can (say, 30). Youcome back after having rested, and work on it foranother two hours, spending 30 more MP. After twodays of such work, the enchantment should be

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finished. If the spell requires too much time (perhaps30 hours, as may be the case for very powerfulenchantments), the mage can divide this into shortshifts, working, for example, 6 hours a day (or 5 or 8,or however you wish to divide it).

A spell requiring 600 MP and 30 hours canbe divided into 6 casting phases (design andengineering stages?) requiring 5 hours and 100 MP aday. It would take 6 days to complete theenchantment, assuming the mage has 100 MPavailable. If he only has 20 MP available, it wouldtake him 30 days (100/20 = 5, 5 x 6 days = 30 days)to cast the enchantment.

If this is too confusing, the GM can simplyball-park the figures, and guestimate the times.

BlessTime: 1 minuteEnergy: 10 MPRequirements: MAGE 2Difficulty: 18Bless must be cast on a living creature (preferably aperson). This spell is usually, though not always,divine is some fashion. In essence, Bless invokesprosperity and luck upon the subject, making him afoci of positive energies. This enchantment is not(and cannot be) permanent. It will only last for onehour. During this time, the subject will gain a +2 toLuck, +2 REC, and have a slight feeling of euphoria.On a critical success, something very extraordinarymight happen (such as making these bonusespermanent or something even more spectacular).Bless may also be cast on water to create HolyWater.

CurseTime: 1 minuteEnergy: 15 MPRequirements: MAGE 2Difficulty: 18Curses are by far the most common form of negativemagic known. Nearly every culture has curse spells,in some form or another, and they seem to beterrifyingly effective (even in "the real world"). Thenature of the curse is entirely up to the spell caster,but cannot be anything immediately damaging (suchas "Curse! You die!"). As a good rule of thumb, aCurse should never alter a character by more than 5OP worth damage. For instance, you could cursesomeone with a 5 points Complication (mild Phobiasare popular), or remove a few points of Derivedcharacteristics. Curses are permanent, until removedby the caster, or broken by Disenchantment (a deitycan always remove a curse, which is why is itpractically impossible to curse holy men). Curse mayalso be cast on water to create Unholy Water.

EnchantmentTime: 1 Hour + 20 x Spell's TimeEnergy: 50 x Spell's MP costRequirements: At least MAGE 3Difficulty: 20Any item can be endowed with a magical spell,simply bind the spell into the item for later invocation(see Spell Binding). However, that only makes aone-shot magic item. To make a real magic item, apermanent magic item, requires a much morepowerful spell. Enchantment allows you to burnmagical forces permanently into an item. You shouldknow both this Enchantment spell and the spell youare preparing to enchant (you can cast the spell froma book, but your chances success are not good, andyou waste a lot of time and energy if you fail at this).

To enchant an item, you must make asuccessful skill roll in both the spell andEnchantment. MP Energy requirement is 50 timesthe listed energy requirement for the spell, and timeis 1 hour plus 20 times the listed time of the spell.You may have to take several days to perform theenchantment, as described above. If you fail at eitherskill roll, the enchantment fails completely.

Enchanted magic items are not self-powered.The user must supply the necessary MP energyrequired by the spell, so many enchanted items canonly be used by mages. However, there are ways toadd self-powering abilities. Please see Relics andMagic Items for details.

StrengthenTime: 1 hourEnergy: 20 MP per +1 SDP, up to +50% moreRequirements: MAGE 3Difficulty: 20Cast upon an object or item, its SDP hit points shallbe increased, thus making it harder to destroy. Youcan increase the SDP of any object (armor, clothes,vehicles, and items) by +1 SDP for 20 MP. To add+20 SDP would then cost 400MP (and no doubtrequire you to spend several days enchanting!). Thisspell is permanent, until the item is broken, ordisenchanted. You may only increase the SDP up to+50% of the item's original value, unless the GMrules otherwise.

ArmorTime: 1 hourEnergy: 30 MP per +1 KD (up to +10 KD)Requirements: MAGE 4Difficulty: 20Cast upon an object or item, its armored defenseshall be increased. You can increase the KD of anyobject (armor, clothes, vehicles, and items) by +1 KDfor 30 MP. To add +10 KD would then cost 300MP(and no doubt require you to spend several days

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enchanting!). This spell is permanent, until the item isbroken, or disenchanted. You may only increase KDup to +10, unless the GM rules otherwise.

LightenTime: 2 hoursEnergy: 50 MP per 10% weight reductionRequirements: MAGE 4Difficulty: 20Casting this enchantment on an object makes itlighter (though it does not lower the objects actualmass). For every 50 MP used, the object's weight islowered by 10%, incrementally. That is to say, if youspend 150 MP, the weight is decreased by 10% threetimes. This is not a decrease of 30%. For instance,if the object weighted 10 kgs, and you cast Lightenwith 150 MP, its mass would be 7.3 kgs (10 x 0.9 x0.9 x 0.9 = 7.3). This is so that, no matter how hardyou try, you can never lower an object's weight tozero!

LusterTime: 2 hoursEnergy: 50 MPRequirements: MAGE 4Difficulty: 20A most common and wondrous enchantment, lustermakes even the ugliest of things beautiful beyondgold. Cast upon an item or object, it shall becomewondrous and enchanting to behold. Cast uponclothes, this can make even a peasant seem kingly.When worn, lustrous clothes shall increase thewearer's Presence by +1! This enchantment cannever be cast on a living person (or a dead one, forthat matter). This spell is permanent, until the item isbroken or disenchanted.

Damage IncreaseTime: 1 hourEnergy: 50 MP per +1 DC (up to +5 DC)Requirements: MAGE 5Difficulty: 22Cast upon a weapon, its damage shall be increased.This enchantment must be cast on the weapon ormissile which shall hit your foe, that is, a sword,spear, arrow, or bullet; not on the gun or bow itself!You may cast this enchantment on one weapon at atime, or per ten missiles (arrows, bullets, etc.) at atime. You can increase the DC of such by +1 DC for50 MP. To add +4 DC would then cost 200MP (andno doubt require you to spend several daysenchanting!). This spell is permanent, until theweapon is broken, or disenchanted. You may onlyincrease damage up to +5 DC, unless the GM rulesotherwise.

AccuracyTime: 1 hourEnergy: 30 MP per +1 WA (up to +3)Requirements: MAGE 6Difficulty: 24Cast upon a weapon, its accuracy will be increased,raising the wielder's chances to hit. This enchantmentmust be cast on the weapon which is used to makethe attack, that is, a sword, spear, bow, or gun; notthe arrows or bullets themselves. You can increasethe WA of the weapon by +1 for 30MP, +2 for 60 MP,or +3 for 90 MP. A weapon already enchanted withAccuracy may be enchanted further, but the totalbonus from all Accuracy enchantments can neverexceed +3 (a weapon can only be so accurate). Ifthe weapon had a WA to start with, this enchantmentcan add up to +3 WA more, at max. This spell ispermanent, until the weapon is broken, ordisenchanted.

DisenchantmentTime: 1 hourEnergy: 50 MPRequirements: MAGE 7Difficulty: 24Disenchantment is a fairly straightforward and well-known method for removing any enchantment froman enchanted item (and can also be used to removeCurses). You must know what spell is enchanted(this might be obvious or it might not) and have somefamiliarity with it (even if this means looking it up in amagical tome) but no skill roll needs to be made. Atthis point, you need only cast Disenchantment, whichbreaks the magical forces bound to the item. Todisenchant a Curse may have a special requirement,which is strictly up to the GM (such as, 'must have adrop of blood from the one who made the curse', orsome such).

Enchanted items forged by gods, or powerfuldemons, or well renowned magic items (such asExcalibur) may not be disenchanted by mere mortals.

PenetrationTime: 1 hourEnergy: 100 MPRequirements: MAGE 8Difficulty: 26This spell makes a weapon (or missile) ArmorPiercing, as per standard AP rules (halves KD topenetrate). This enchantment must be cast on theweapon or missile which shall hit your foe, that is, asword, spear, arrow, or bullet; not on the gun or bowitself! You may cast this enchantment on oneweapon at a time, or per ten missiles (arrows, bullets,etc.). This spell is permanent, until the weapon isbroken, or disenchanted.

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Illusion SpellsFor ages magicians have used the art of illusion todazzle and entertain kings and peasants alike. Witha puff of smoke, a sparkle of light, a flick of the wrist,and a just a touch of magical energy, you can castwonders!

Illusions are by far the most common type ofmagic seen. It is suspected that, even in the realworld, illusion spells my have a +1 Aspect. Manyillusionary spells may require the use of DEX as abase, especially if illusions are partially (or totally)conjured by slight-of-hand. Even so, it strictly up tothe GM what characteristic is used for magical spells.

Lesser Optical IllusionTime: 9 seconds (3 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16An optical illusion is purely a trick of light, a mirage.When the illusion is brought into being, you mustpicture the illusion that is to be formed. This spellcan only create a small illusion or trick of the light.You can make objects appear differently (the creditcard looks like a corporate ID badge), or conjureobjects which are not there (make an illusionaryflower, bird, or pistol). With Lesser Optical Illusion,you may even make slight cosmetic changes to yourappearance, such as hair and eye color, skin tone,and so forth. Greater Optical Illusion must be usedfor truly spectacular results. When the illusion isshown, all viewers must make a perception task rollagainst the caster's task roll. If they roll higher thanthe caster, they see through it. Otherwise, theillusion seems real. The illusion may be sustainedindefinintly, for 1 MP per Phase.

Greater Optical IllusionTime: 1 minute (12 Phases)Energy: 6 MPRequirements: MAGE 3Difficulty: 18Like Lesser Optical Illusion, Greater Optical Illusion isonly a trick of light. This spell, however, is much morepotent. With Greater Optical Illusion you can createlarge, full illusions or spectacular alterations to thesurrounding environment. Realistic people andanimals, monsters, fireballs, and even explosions canbe simulated by an illusion, but they have nosubstance and make no sound. Greater OpticalIllusion can also change the apparent environment. Itcould make a door vanish into the wall, make adesert look like a jungle (though you may still walkthrough the trees), or even create a bleak Lunarlandscape! Illusions can never cause actuallydamage (Stun or killing). Even if a target thinks he ison fire, he will not actually be hurt. When the illusionis shown, all viewers must make a perception task

roll against the caster's task roll. If they roll higherthan the caster, they see through it. Otherwise, theillusion seems real. The illusion may be sustainedindefinitely, for 1 MP per Phase.

Illusionary Healing(see Physiology spells)

Lesser Realistic IllusionTime: 2 minutes (24 Phases)Energy: 10 MPRequirements: MAGE 5Difficulty: 20This illusion is not just a trick of the light. Rather,this spell creates a materialization of cosmic forcesbending reality to the caster's will. Lesser RealisticIllusion can only create a small illusion, however, theillusion seems completely real to all senses (sight,sound, taste, touch), and has mass, texture, anddensity. You can make objects appear differently(the credit card looks like a corporate ID badge), orconjure objects which are not there (make anillusionary flower, bird, or pistol). With LesserRealistic Illusion, you may even make slight cosmeticchanges to your appearance, such as hair and eyecolor, skin tone, and so forth. Greater RealisticIllusion must be used for truly spectacular results.When the illusion is shown, it seems completely realto all senses until it vanishes. Making a perceptionroll to 'see through' the illusion is pointless, as itseems perfectly real. Unless the subject knows it isan illusion, or the illusion is dispelled, the subject willbelieve the illusion is completely real. The illusionmay be sustained indefinitely, for 1 MP per Phase.

Fool's Meal(see Nature spells)

Dispel IllusionTime: 1 minutes (12 Phases)Energy: 8 MPRequirements: MAGE 6Difficulty: 22Once cast, this spell will destroy all illusions withinline of sight. It effects all types of illusions, evenrealistic ones. However, you must have good reasonto cast this spell. That is, you will only know illusionsare in use if you see through one, or if someone tellsyou (or by some other information means).Technically, you may cast this spell at anytime, if forno other reason than paranoia. If the task roll to castDispel Illusion is a success, all nearby illusions willinstantly vanish. The radius of effect is equal to thecaster's MAGE, in meters.

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Greater Realistic IllusionTime: 5 minutesEnergy: 20 MPRequirements: MAGE 7Difficulty: 24This is a more powerful version of Lesser RealisticIllusion. With Greater Realistic Illusion you can createlarge, full illusions or spectacular alterations to thesurrounding environment. Realistic people andanimals, monsters, fireballs, and even explosions canbe simulated by this illusion, and the illusion seemscompletely real to all senses (sight, sound, taste,touch), and has mass, texture, and density. GreaterRealistic Illusion can also change the apparentenvironment. It could make a door vanish into thewall, make a desert look like a jungle (and even thetree and foliage have mass and texture), or evencreate a bleak Lunar landscape! Realistic illusionscan cause real damage. However, the damage isillusionary. For instance, shooting someone with anillusionary gun will do damage to him. Illusionarydamage is always Stunning, and never does Killingrollover damage. An illusion cannot kill, even thoughthe target may think he is being killed (he will only fallunconscious and recover as normal). When theillusion is shown, it seems completely real to allsenses until it vanishes. Making a perception roll to'see through' the illusion is pointless, as it seemsperfectly real. Unless the subject knows it is anillusion, or the illusion is dispelled, the subject willbelieve the illusion is completely real. The illusionmay be sustained indefinitely, for 1 MP per Phase.Note: This spell may be used to simulate IllusionaryForm, but cost much more energy and time. Youmay not turn yourself (or others) invisible withGreater Realistic Illusion. This is a separate spell.

Illusionary FormTime: 2 minutes (24 Phases)Energy: 8 MPRequirements: MAGE 8Difficulty: 26Just as Realistic Illusion creates an illusion whichseems physical in all aspects, so does IllusionaryForm. You may cast this spell upon yourself or anyother object or person. The illusion must be of aperson or object which you are familiar, and be ofequal size and proportions to the subject or objectbeing covered. If the spell is successful, the subjectwill seem to all senses to be that illusionary form.Making a perception roll to 'see through' the illusion ispointless, as it seems perfectly real. Unless thesubject knows it is an illusion, or the illusion isdispelled, the subject will believe the illusion iscompletely real. The illusion may be sustainedindefinitely, for 1 MP per Phase. You may not turnyourself (or others) invisible with Illusionary Form.This is a separate spell.

InvisibilityTime: 3 minutesEnergy: 10 MPRequirements: MAGE 9Difficulty: 30Much debate shadows around the placement of thisspell. Should it be considered an illusion? Or amanipulation of light and darkness? Perhaps it is acombination of much magical knowledge, forinvisibility is a tricky spell to master. Most often, thisspell is cast upon a person. By virtue of the magicalenergies, all that he is wearing and carrying becomesinvisible as well. Alternatively, you may cast thisupon a cloak, or other fully encompassing clothes orarmor. All who wear such a cloak will becomeinvisible.

When cast, you must specify which spectrumyou wish to make your subject invisible to. There arefour spectra: Radio (radar/laser), Infrared(IR/thermograph), Visual, and Ultraviolet/X-Ray. Tomake something invisible to the full range of spectra,you must cast this spell four times. Remember, manysupernatural creatures can see in other spectra, andeven humans have invented devices that can do aswell! Invisibility may be sustained indefinitely, for 1MP per Phase. It may be enchanted permanentlyinto a cloak (or anything else), but this can be a greatdisability as finding your invisible cloak could be quitea trick.

An invisible subject simply cannot be seen inthe spectrum he is invisible to. He may still be heard,or smelt, or detected by other senses (such as touchor ultrasound). Anyone in combat with him is at ½(REF + Skill) in Hand-to-Hand, and 0 (REF + Skill) atranged vs. the character. If the opponent can makea non-targeting PER test (with hearing or some othersense), he is at ½ (REF + Skill) in both Hand-to-Handand ranged combat. If the invisible character ismaking a visible attack, the attacker only takes a -1penalty, even at range.

Knowledge SpellsMages use spells to grant them knowledge andinsight. Knowledge spells cannot give wisdom oranswer questions, but they do act as sensorydevices, a medium through which a wizard may learnand see with other eyes.

Know TimeTime: 3 seconds (1 Phase)Energy: 1 MPRequirements: MAGE 1Difficulty: 16When cast, you may know with absolute precision thetime of day, respective to your location on Earth.This is absolute time which is a percentage of the dayremaining until midnight ("A third of today remains").

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Direction SenseTime: 6 seconds (2 Phases)Energy: 1 MPRequirements: MAGE 1Difficulty: 16When cast you will instantly know your absolutelocation on Earth, and know the direction of true north(not magnetic north).

Detect MagicTime: 6 seconds (2 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16When cast you may see all items or people withspells bound to them as radiating light. The level oflight dictates the number of spells and their power(red is low, brilliant blue or white is high). Range isequal to the caster's MAGE x 2, in meters. Thiscannot be used to identify spells. To identify a spellwith Detect Magic, you must have some passingfamiliarity with the spell and its magic system. Makea Task Roll in Thaumaturgy vs. the spells actualdifficulty value. If you're trying to identify a spellunfamiliar to you, you are at a -4. If it is in anothersystem, you are also at a -4. If it is both, you are at a-8 to identify the spell.

Aura SenseTime: 6 seconds (2 Phases)Energy: 2 MPRequirements: MAGE 2Difficulty: 17Casting this spell allows you to see the psychic auraof any living being (sentient or not). Typically, thiswill only tell the subject's current emotional state.However, it will also reveal how much psychicpotential he has, by the observable magnitude of theaura (bigger the aura, the more power). The Auraalso gives insight to the subject's personality. It cantell if he is good-hearted or riddled with evil intent.Each race has a distinguishing type of aura (but youmust have encountered that race before to know theiraural signature). The aura of a demon is like lookinginto a bottomless pit. The aura of a god might bebrighter than the sun... Range is equal to the caster'sMAGE x 2, in meters.

Sense PropertiesTime: 9 seconds (3 Phases)Energy: 3 MPRequirements: MAGE 3Difficulty: 18Casting this spell upon any object, person, or animalwill reveal the following information: mass, volume,density, dimensions, velocity, age, temperature,texture, and any organic properties (i.e., if its alive ornot). Range is equal to the caster's MAGE in meters.

TranscribeTime: 9 seconds (3 Phases)Energy: 1 MPRequirements: MAGE 3Difficulty: 19Casting this spell will burn text into any normalwriteable medium (paper, wood, stone, someplastics). For other non-writeable objects, you mustuse Inscribe. The text to be transcribed can beanything you desire, but you must have it in yourmemory, or see it before you (in a book, picture,tablet, or whatever). You may only transcribe onepage per casting.

Remote SightTime: 12 seconds (1 Round)Energy: 3 MPRequirements: MAGE 4Difficulty: 20When cast, your perception is transferred to aninvisible 'eye' which you can move about by your will.The 'eye' moves at a rate equal to the caster's MAGEdivided by two, in meters per second, and has a fullrange of motion. It can move through solid objects,but its sight is limited by all normal constraints(darkness, walls, obstacles, the horizon, etc.). It willlast for a time equal to the caster's MAGE in Phases.

CipherTime: 12 seconds (1 Rounds)Energy: 4 MPRequirements: MAGE 4Difficulty: 20Casting this spell on a page of text will magically re-order the written characters into a random jumble. Itmay only be deciphered by the caster (notnecessarily the one who invoked it!) at the utteranceof the cipher code word (no spell or skill roll isneeded to decipher it). If the task roll to cast thisspell failed, the text is scrambled to ruin, and can onlybe recovered with the Decipher spell. This spell doeswork on electronic medium, that is, you can magicallycipher any data file (one casting per megabyte ofdata). The task roll for Cipher is the DV level rollagainst when attempting to Decipher (if the roll was18, then 18 is the DV to Decipher it). Note that anordinary cryptographer can decipher even amagically ciphered script, given a successful task rolland several weeks of work.

DecipherTime: 36 seconds (3 Rounds)Energy: 6 MPRequirements: MAGE 5Difficulty: vs. Cipher DVYou must cast Decipher on any Ciphered text you aretrying to read (for instance, a ciphered document).When deciphering, you must make the task roll tocast Decipher vs. the DV of the Cipher. If this roll

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succeeds, the document will be deciphered. Thespell is also used to decipher Cipher Essence.

Know NameTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 5Difficulty: 22Casting this spell will reveal one true name of anygiven entity. Although this can be employed onhumans (or any other creature), it has little value(unless you want to know for certain what there nameis). Most often, Know Name is uses as ademonological investigation tool. It is said thatknowing the true name of a demon often gives thedemonolater great power over it.

Far-SeekingTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 6Difficulty: 23To cast this spell, you must picture that which you areseeking (water, a certain treasure, a particularperson), and make the roll to cast the spell. If it issuccessful, you will get a feeling or hint as to wherethe target is. Note that this should not be used tosolve key points of the game, if it is, the GM canalways make the hints as ambiguous as he chooses.

Know HistoryTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 6Difficulty: 24Casting this spell on an object will give animpression, image, or feeling of that object's past.You can feel back up to a time equal to the caster'sMAGE squared, in years.

InscribeTime: 36 seconds (3 Rounds)Energy: 4 MPRequirements: MAGE 7Difficulty: 26Inscribe is a more advanced form of Transcribe, ableto permanently write one page of text (or images) intoany physical medium or object (metal, flesh, plastic,rock, someone's forehead, etc.). The text to beinscribed can be anything you desire, but you musthave it in your memory, or see it before you (in abook, picture, tablet, or whatever).

Cipher EssenceTime: 36 seconds (3 Rounds)Energy: 8 MPRequirements: MAGE 9Difficulty: 28Casting this spell on yourself will make it impossiblefor anyone to 'see' into your soul, negating Aura

Sense. It will also scramble your name, so that KnowName will return garbled words. This spell is mostoften used by demons wishing to protect their TrueName. The task roll for Cipher Essence is the DVlevel roll against when attempting to Decipher (if theroll was 18, then 18 is the DV to Decipher it). If youare trying to pull the True Name or use Aura Senseon someone using Cipher Essence, you mustsucceed with Decipher first.

You may also cast Cipher Essence onindividual magic items or bound spells to make itmore difficult to detect exactly what spells they are.To identify a ciphered spell, the mage must castDecipher (vs. the DV of the Cipher) and then castIdentify Magic.

Light and Dark SpellsThese are spells that primarily manipulate themovement and direction of photons using magicalenergies. Though earlier civilizations believed bothlight and dark were substances or magical forces, intruth these spells only manipulate light. Darknessspells remove light, where light spells create orenhance light.

Light PointTime: 3 seconds (1 Phase)Energy: 2 MPRequirements: MAGE 1Difficulty: 16Casting this spell creates a single point of light, asbright as five candles. It may be stationary, levitatingin mid-air, or implanted on a wall or ceiling. The lightpoint may be cast on a movable object, such as astaff or stick. The light will last for a time equal to thecaster's MAGE, in minutes.

Light BeamTime: 9 seconds (3 Phase)Energy: 3 MPRequirements: MAGE 1Difficulty: 16Casting this spell creates a radiant beam of light,similar to that of a flashlight. The foci point of thislight beam is most often the end of a staff or otherrod, but it may be anything (the tip of a finger, end ofa gun, center of your forehead). The beam has arange of 50 meters with an illumination radius of halfa meter at 10 meters, 1 meter at 30 meters, and 1.5meters at 50 meters. The light will last for a timeequal to the caster's MAGE, in minutes.

Light SphereTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 2Difficulty: 17Casting this spell creates a radiant ball of light, whichgenerates enough light to brighten a room. It may be

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stationary, levitating in mid-air, or implanted on a wallor ceiling. The light sphere may be cast on amovable object, such as a staff or stick. The light willlast for a time equal to the caster's MAGE, inminutes. As a special effect, this spell may also becast so that many small light spheres are generated(effectively creating the same level of light), butappears as half a dozen multi-colored balls of lightswirl around the caster (many over-dramatic magesdo this simply for effect).

Essential LightTime: 24 seconds (2 Rounds)Energy: 8 MPRequirements: MAGE 2Difficulty: 18Unlike the other light spells, essential light does notcreate a single light source. Rather, casting of thisspell will call upon the magical forces to uniformlyradiate a soft glowing light throughout a give area.Because the light is uniform, there are no shadows,as all spaces are lit. The radius of the area lit isequal to the caster's MAGE, in meters. The light willlast for a time equal to the caster's MAGE, inminutes.

DarkenTime: 24 seconds (2 Rounds)Energy: 8 MPRequirements: MAGE 3Difficulty: 20This is the dark equivalent to Essential Light. Castingthis spell will call upon the magical forces to uniformly'blacken out' a give area. From the outside, this areawill look like a strange black dome that seems toswallow up light. Inside is total darkness. The radiusof the area darkened is equal to the caster's MAGE,in meters. The darkness will last for a time equal tothe caster's MAGE, in minutes. The Night Visionspell will work under Darken.

FlashTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 20Flash creates a blinding burst of light, capable ofblinding most nearby targets. When cast anyonewithin ten meters (and in visual range) will be blindfor 4 Phases. He is at ½ DEX, ½ REF in Hand-to-Hand, and 0 REF in Ranged attacks. If the targetmakes a Perception Roll against 20 he is only at -1DEX and ½ REF. Anyone within thirty meters will beat only -1 DEX and ½ REF for 2 Phases, and will notbe completely blind. Anyone who had their eyesclosed, or were wearing sunglasses, will beunaffected. Anyone with light amplification gear(without dampeners) will be permanently blinded.

Prism FieldTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 20Once cast, a cubic meter area of light-defractingenergy will be created. This field is invisible, andmaybe created anywhere within visual range. Whenany direct beams of light enter the area, they will bescattered into a rainbow of colors. More importantly,the prism field can be used a highly effective defenseagainst lasers. Any laser beam (or beam from theLight Blade spell) which passes through this field hasits DC reduced by a number of points equal to thecaster's MAGE. That is, if the caster had a 4 MAGE,any laser which passes through his field has its DCreduced by 4 (7DC becomes only 3DC). Should thedamage be less than or equal to zero, the laser wascompletely scattered. The prism field will last for atime equal to the caster's MAGE, in Phases.

Night VisionTime: 12 seconds (1 Round)Energy: 6 MPRequirements: MAGE 5Difficulty: 22Casting this spell grants the ability to see clearly indarkness (even total darkness). This ability will lastfor a time equal to the caster's MAGE, in minutes.

Light Blade(see Combat spells)

Negate LightTime: 24 seconds (2 Rounds)Energy: 8 MPRequirements: MAGE 6Difficulty: 24Casting this spell will negate the light of any one lightsource, for a time equal to the caster's MAGE, inminutes. It is up to the GM's judgment if a sourcecan be totally negated or not, but should be based oncaster's MAGE. This is ambiguous, for it is difficult torate the level of light given off by light sources, buttypically 1 point of MAGE should negate theequivalent of a 60 watt bulb.

See InvisibleTime: 48 seconds (4 Rounds)Energy: 10 MPRequirements: MAGE 7Difficulty: 25Casting this spell makes it possible for you to see allthings invisible. Darkness Cloak is not consideredtrue invisibility, however. Whether this spell can seetechnological invisibility systems (holographic cloak,sneaksuits, etc), is up to the GM. This ability will lastfor a time equal to the caster's MAGE, in minutes.

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Darkness CloakTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 7Difficulty: 26This spell is normally cast on oneself, but may alsobe cast on objects or other people. It will cover thesubject in a layer of absolute black, concealing allcolors and features (the subject can still see out).This is especially useful at night when the subjectbecomes effectively invisible (see Invisibility spell).The darkness cloak will last for a time equal to thecaster's MAGE, in minutes.

Shape LightTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 8Difficulty: 28This spell allows you to shape and control the actualquantum photon packets of light. When cast, you willbe able to mentally sculpt all light to your desire. Thisincludes the ability to bend away lasers, cause prismeffects (as per Prism Field spell), generate realisticfull color holograms, or anything else you can thinkof. You may also generate a Light Blade (as perLight Blade spell), at a rate of one beam every otherPhase (and you must spend two Phases to do it), andso long as there is light available to pull from. Oncecreated, the light blade can last as long as you wish(or until the spell runs out), and may be used as astrafing strobe light! But don't loose sight of the factthat Shape Light can do much more than generatesuper light blades. This ability will last for a timeequal to the caster's MAGE, divided by two, inPhases.

Invisibility(see Illusion spells)

Mental SpellsThese are spells that are cast to effect the minds ofothers. Such spells can range from harmless mentalcommunication, to intrusive mind reading, to moremalicious and terrible forms of mind control. Theusage of hostile mental spells requires a contestagainst another character (for instance, when tryingto control someone's mind or read their thoughts).This roll is Attacker's Characteristic + Spell Skill +a Die Roll vs. Defender's WILL + Concentration +a die roll. The Attacker's Characteristic is whateverthe base characteristic for spell casting might be.

If the attack was a success, the result mustbe resolved verse the target's actually Resistance(RES). All mental spells have a DC ('damage' class)listed in the description. This really is not realdamage at all, but is simply a way to determine thelevel of effect. If a mental spell is cast successfully

(vs. the target's Will+Concentration), the DC is rolledand compared to the target's Resistance. Forinstance, Lesser Mental Illusion has a DC of 3D6.This is rolled to determine the effect of anysuccessful casting of Lesser Mental Illusion vs. thesubject's Resistance. If the attacker rolls 16, and thedefender's RES is 13, the effect of the attack is3>RES. If the target has Mental Defense (this maynot apply in some settings), the MD is subtractedfrom the attack before Resistance is resolved.

DazeTime: 3 seconds (1 Phase)Energy: 2 MPRequirements: MAGE 1Difficulty: vs. Target's WILL + ConcentrationWhen this spell is cast upon man or beast, he shallinstantly be stricken with a daze, unless his own willpower overcomes it. Such a daze will last onePhase, during which the target can do nothing butstagger about or fall down. You may cast this uponany single person that you can see. Resisted bytarget's WILL + Concentration + a die roll. This spelldoes 1DC mental damage per level of MAGE topenetrate Resistance (that is, at MAGE 4 you do4DC).

Telepathic SendTime: 3 seconds (1 Phase)Energy: 2 MPRequirements: MAGE 1Difficulty: vs. Target's WILL + ConcentrationThis is simply the ability to mentally communicatewith one or more people telepathically. It is just aseasy to send a message to one person, or a smallgroup, as it is to send to all people. Range is limitedto line of sight. A mental reply can only be sent if thesender knows this spell as well. Other wise, he mustcommunicate by other means.

With this spell, you can send any thought toyour target -- Images, sounds, smells, ideas, or evenemotions. However, sending emotions does noteffect the target's emotions directly. This spell takes1 Phase to cast (3 seconds), after which the castercan send telepathically to the target(s) during thefollowing Phase (for the next 3 seconds). Then, thecontact is lost. The spell must be cast again tocontinue.

It is possible for someone to block amessage. To block a message, the defender mustmake a WILL + Concentration Task Resolution,verses the sender's success roll (just as normal).This spell does 1DC mental damage per level ofMAGE to penetrate Resistance (that is, at MAGE 4you do 4DC). Normally, this spell is sent to willingsubjects, so it is usually uncontested.

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Mind ShieldTime: 9 seconds (3 Phase)Energy: 5 MPRequirements: MAGE 2Difficulty: vs. attacking spellMind shield is a protective mental shield that blocksmental intrusion (such as telepathy, illusions, mindscans, etc.) and even mental attacks, such as MindBlast. Any mental intrusion or attack can becountered by this spell. This spell is rolled verses theattacking mental spell, substituting for the defender'snormal WILL + Concentration roll. Once invoked, theMind Shield will remain active for a time equal to thecaster's MAGE, in Phases.

Emotion SenseTime: 6 seconds (2 Phase)Energy: 4 MPRequirements: MAGE 2Difficulty: vs. Target's WILL + ConcentrationThis spell can be cast to pick up the emotions ofthose nearby. The target must be physically present.This spell does not work on subjects at a distantrange. For instance, if you see someone on TV orare talking to them on the telephone, you can notsense their emotions.

To sense the emotions of a target, yousimply make a task roll vs. the target's WILL +Concentration. If the subject is unaware you arescanning them, they may not have Concentrationadded to their WILL roll (if they don't know, they can'tadd Concentration to resist). This spell does 1DCmental damage per level of MAGE to penetrateResistance (that is, at MAGE 4 you do 4DC) , butResistance can only be used if he knows he is beingscanned and wishes to suppress his emotions.Consult the table below to determine the effects,depending on how much mental damage penetratedthe subject's Resistance.

Result What You Sense> than RES Positive, negative, or neutral feelings

10 > than RES More Complex emotions20 > than RES As above, and you can detect lies.

Thought SenseTime: 12 seconds (1 Round)Energy: 6 MPRequirements: MAGE 2Difficulty: vs. Target's WILL + ConcentrationThis spell can be cast to pick up the broadcastthoughts of those nearby. The target must bephysically present. This spell does not work onsubjects at a distant range. For instance, if you seesomeone on TV or are talking to them on thetelephone, you can not sense their thoughts.

To sense the thoughts of a target, you simplymake a task roll vs. the target's WILL +Concentration. If the subject is unaware you arescanning them, they may not have Concentration

added to their WILL roll (if they don't know, they can'tadd Concentration to resist). This spell does 1DCmental damage per level of MAGE to penetrateResistance (that is, at MAGE 4 you do 4DC), butResistance can only be used if he knows he is beingscanned and wishes to suppress his thoughts.

Normally, a person has just one broadcastthought, typically what is on his mind at that instance.This is good for quick interrogations, just as aquestion and the desired though will pop out of theirmind.

Lesser Mental IllusionTime: 1 minute (5 Rounds)Energy: 10 MPRequirements: MAGE 3Difficulty: vs. Target's WILL + ConcentrationThis is the ability to project an illusion directly into aperson's mind. It is not an optical illusion (as thoselisted for Illusion spells), simple, it is a trick of themind. Illusions alter the perception of reality for thesubject. You can make him see things differently (thecredit card looks like a corporate ID badge), or totallyoutlandish (the target suddenly seems to be on theMoon). You can effect more than one person at -1 toyour skill per person (each subject gets to roll againstyour attack with varying effects).

Mental illusions cannot cause actuallydamage (Stun or killing). Even if a target thinks he ison fire, he will not actually be hurt. While the illusionis maintained, he will feel the pain, and run aroundscreaming, and might even jump out a window. Butthe fire itself does not hurt him.

Once created, the illusion will last for a timeequal to the caster's MAGE, in Phase. This spelldoes 1DC mental damage per level of MAGE topenetrate Resistance (that is, at MAGE 4 you do4DC). The Effect Level (Mental Damage vs.Resistance) determines how good the illusion was.Consult the table below to determine the effects,depending on how much mental damage penetratedthe subject's Resistance.

Result Effect > than RES Attacker can make cosmetic changes to setting 10 > than RES Attacker can make major changes to setting 20 > than RES Attacker can completely alter setting 30 > than RES Target no longer interacts with reality

SleepTime: 1 minute (5 Rounds)Energy: 10 MPRequirements: MAGE 4Difficulty: vs. Target's WILL + ConcentrationWhen cast on a subject, he is inclined to fall asleep.This requires that the wizard make a Task Rollagainst the defender, resolved as a normal. If thewizard succeeds and the target fails, the targetinstantly falls asleep. This spell does 1DC mentaldamage per level of MAGE to penetrate Resistance(that is, at MAGE 4 you do 4DC). However much

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mental damage penetrates RES is equal to thenumber of minutes the target will remain sleeping.That is, if you roll the DC to be 22, then 22 minusRES is how long the subject will remain sleeping. Ifthis is less than or equal to zero, the target is onlydazed (as per Daze spell).

This spell can also be cast on a willingsubject to overcome insomnia (or even cast onyourself). Cast this way, the spell is uncontested,and the subject may sleep for six to eight hours.

Far-SendingTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 4Difficulty: vs. Target's WILL + ConcentrationThis is the same as Telepathic Send, however, thisspell is used to send messages to a single target whois out of visual range (and usually very far away). Tocast this spell, you must picture your target it detailand know his name or have something belong tothem. You may then send a short 3 second (1Phase) message. Your maximum range is equal tothe caster's MAGE2 x 100 kms.

It is possible for someone to block amessage. To block a message, the defender mustmake a WILL + Concentration Task Resolution,verses the sender's success roll (just as normal). Thisspell does 1DC mental damage per level of MAGE topenetrate Resistance (that is, at MAGE 4 you do4DC). Normally, this spell is sent to willing subjects,so it is usually uncontested.

Mass DazeTime: 2 minutes (10 Rounds)Energy: 15 MPRequirements: MAGE 4Difficulty: vs. Target's WILL + ConcentrationThis is the same as the Daze spell, but effectsmultiple targets. Casting this spell will effecteveryone with a radius equal to the caster's MAGE inmeters. You may not specify particular targets, butyou may exempt targets (such as your friends) whenthe spell is cast. You are exempt from the effects bydefault, but you can cast this spell to include yourself,if desired.

Greater Mental IllusionTime: 3 minutes (15 Rounds)Energy: 15 MPRequirements: MAGE 5Difficulty: vs. Target's WILL + ConcentrationThis is the same as Lesser Mental Illusion, however,its effects are far more potent. This spell does 1.5 DCmental damage per level of MAGE (rounded up) topenetrate Resistance (that is, at MAGE 5 you do8DC) thus making the illusion more powerful.

Mental StunTime: 2 minutes (10 Rounds)

Energy: 12 MPRequirements: MAGE 5Difficulty: vs. Target's WILL + ConcentrationThis spell sends a mental shock into a target's mind,which can cause Stun damage. The target's defenseis WILL+Concentration (Mind Block spell can alwaysbe used), and the roll to hit is resolved as normal.Metal Stun does 2DC mental damage in the form ofStunning damage.

If the defender succeeds, he takes nodamage. However, if he fails, the attack was asuccess. If he fails, then the DC is rolled (2D6). AnyMental Defense the target may have is subtractedfrom the mental damage rolled. The target takesStun damage equal to the damage that penetratedhis Mental Defense.

For instance, a wizard attacks a soldier withMental Stun, with a total attack value of 18. Thesoldier's defense value is 16, so the wizard won andthe Mental Stun hit. Mental Stun does 2DC mentaldamage, so 2D6 are rolled with a result of 10. Thetarget has a MD of 4, so he takes 6 Stun damage (ifhe had no MD he would take all 6 Stun).

Mind ScanTime: 2 minutes (10 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: vs. Target's WILL + ConcentrationMind Scan is an active intrusion into a person's mind(whereas Emotion Sense and Though Sense arepassive). Anyone can feel a forcible reading his orher thoughts. To use Mind Scan, the wizard mustmake a Task Roll against the defender, resolved as anormal contest of skills.

This spell does 1.5 DC mental damage perlevel of MAGE to penetrate Resistance (that is, atMAGE 5 you do 8DC). The Effect Level (MentalDamage vs. Resistance) determines how successfulyou were. Consult the table below to determine theeffects, depending on how much mental damagepenetrated the subject's Resistance.

Result Effect > than RES Read surface thoughts 10 > than RES Read deep, hidden thoughts 20 > than RES Read into the target's memory 30 > than RES Read into the target's subconscious

Mass SleepTime: 3 minutes (15 Rounds)Energy: 15 MPRequirements: MAGE 6Difficulty: vs. Target's WILL + ConcentrationThis is the same as the Sleep spell, but effectsmultiple targets. Casting this spell will effecteveryone with a radius equal to the caster's MAGE inmeters. You may not specify particular targets, butyou may exempt targets (such as your friends) whenthe spell is cast. You are exempt from the effects by

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default, but you can cast this spell to include yourself,if desired.

Mind ControlTime: 3 minutes (15 Rounds)Energy: 12 MPRequirements: MAGE 6Difficulty: vs. Target's WILL + ConcentrationThis spell allows a wizard to grab a mental hold on avictim and command his actions. To do this, thetarget must be within visual range. If he is not invisual range, the wizard must have a good mentalimage of what the person looks like and make the rollat a -4 penalty. The target may block if he know thewizard is trying to take control (which is usually quiteobvious, he will know unless he is asleep orunconscious). This requires that the wizard make aTask Roll against the defender, resolved as a normal.

If the wizard succeeded, he gains commandover the victim. The victim will remain under hiscommand for a time equal to the caster's MAGE2, inminutes (that is, if the caster had a MAGE of 5, hewould have control for 25 minutes).

This spell does 1.5DC mental damage perlevel of MAGE to penetrate Resistance (that is, atMAGE 6 you do 9DC). The Effect Level (MentalDamage vs. Resistance) determines how successfulyou were. Consult the table below to determine theeffects, depending on how much mental damagepenetrated the subject's Resistance.

Result Effect > than RES Target will perform actions he is inclined to

perform anyway. 10 > than RES Target will perform actions he wouldn't mind

doing. 20 > than RES Target will perform actions he is against. 30 > than RES Target will perform any action.

Mental BlastTime: 3 minutes (15 Rounds)Energy: 18 MPRequirements: MAGE 7Difficulty: vs. Target's WILL + ConcentrationThis spell sends a mental shock into a target's mind,which can stun or even harm the victim. The target'sdefense is WILL+Concentration (Mind Block spell canalways be used), and the roll to hit is resolved asnormal. Mental Blast does 4 DC mental damage inthe form of Stunning damage.

If the defender succeeds, he takes nodamage. However, if he fails, the attack was asuccess. If he fails, then the DC is rolled (4D6). AnyMental Defense the target may have is subtractedfrom the mental damage rolled. The target takesStun damage equal to the damage that penetratedhis Mental Defense (RES has no effect).

For instance, a wizard attacks a soldier withMental Blast, with a total attack value of 18. Thesoldier's defense value is 16, so the wizard won andthe Mental Blast hit. Mental Blast does 4DC mental

damage, so 4D6 are rolled with a result of 16. Thetarget has a MD of 4, so he takes 12 Stun damage.

Mass ControlTime: 4 minutesEnergy: 20 MPRequirements: MAGE 8Difficulty: vs. Target's WILL + ConcentrationThis is the same as the Mind Control spell, but effectsmultiple targets. Casting this spell will effecteveryone with a radius equal to the caster's MAGE inmeters. You may not specify particular targets, butyou may exempt targets (such as your friends) whenthe spell is cast.

Mental PossessionTime: 5 minutesEnergy: 18 MPRequirements: MAGE 9Difficulty: vs. Target's WILL + ConcentrationThis is another form of mind control, though far morepowerful. To do this, the target must be within visualrange. If he is not in visual range, the wizard musthave a good mental image of what the person lookslike and make the roll at a -4 penalty. The target mayblock if he know the wizard is trying to take control(which is usually quite obvious, he will know unlesshe is asleep or unconscious). This requires that thewizard make a Task Roll against the defender,resolved as a normal.

If the wizard succeeds, he can gain full orpartial control of the victim. With full contact, thewizard's body goes "to sleep" and he cannot controlit, but has full control over his target. When in fullcontact, the wizard needs to make a Task Rollagainst the victim once every minute. If the wizardwins, he keeps control. If the victim wins, control isbroken, and the wizard must try to reconnect.Whether the victim can see what his body is doing, orif his mind is unconscious, is a game effect left up tothe GM.

When in partial control, he wizard remainsconscious within his own body, but can still partiallypossess the victim. This incurs at -2/-4 penalty to allactions. That is, the wizard may chose the split theaction penalty however he wishes, depending on hispreference (it takes one action to change'preferences' while in control). He may have a -2penalty on the victim's actions and a -4 on his ownactions, or vice versa. Or, the wizard may choice tosplit down the middle at -3/-3.

All characteristics remain the same for thepossessed victim, except INT, WILL, and PRE, andall skills which are the wizard's. The wizard can castspells through the controlled victim as normal

If the wizard succeeded, he gains commandover the victim. The victim will remain under hiscommand for an hour, after whichc the the spell must

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be cast again. There is no DC damage. The spellwas either a success or failure.

Mind ShredTime: 5 minutesEnergy: 25 MPRequirements: MAGE 10Difficulty: vs. Target's WILL + ConcentrationThis spell is similar to Mental Blast but much morepowerful. The target's defense isWILL+Concentration (Mind Block spell can always beused), and the roll to hit is resolved as normal. MindShred does 6DC mental damage in the form ofStunning damage. It also does 1DC Killing damagedirectly to the target's head (so the damage is x2).Furthermore, if greater than 20 mental damagepenetrated, there are additional effects (see below).

If the defender succeeds, he takes nodamage at all. However, if he fails, the attack was asuccess. If he fails, then the DC is rolled (6D6). AnyMental Defense the target may have is subtractedfrom the mental damage rolled. The target takesStun damage equal to the damage that penetratedhis Mental Defense (RES has no effect). He will alsotake 1DC Killing damage to the head, from damagedbrain tissue, pressure, and other factors.

If the subject takes more than 20 mentaldamage (Stun damage) in total, the subject hassustained brain trauma. He will suffer from amnesia(this may be repaired by rehabilitation), and he willlose 1D6 skills (GM selects, or rolls randomly). If hehas taken more than 30 mental damage, the targetwill also lose 1 point in INT, permanently. The abovedamage is total damage from castings of this spell.That is, being hit several times will have anincreasing effect!

Movement SpellsThese are spells that involve the energies of kineticmotion and spatial displacement. For the most part,movement spells are used to levitate, float,accelerate, and teleport.

SpeedTime: 9 seconds (3 Phase)Energy: 3 MPRequirements: MAGE 1Difficulty: 16Upon casting this spell, you (or any single person orobject) will have its over all Move increased by acertain percentage. This percentage is equal to thecaster's MAGE x 10, as a percent. That is, if thecaster's MAGE were 6, the over all speed would beincreased by 60%, or x1.6. This effect will last for atime equal the caster's MAGE, in minutes.

HindranceTime: 9 seconds (3 Phase)Energy: 3 MPRequirements: MAGE 1Difficulty: 16This spell is effectively the opposite of Speed. Whencast, you, or any one person or object, will have itsover all speed decreased by a certain percentage.This percentage is equal to the caster's MAGE x 10,as a percent. That is, if his MAGE were 6, the overall speed would be decreased by 60%, or x0.40. Thiseffect will last for a time equal the caster's MAGE, inminutes.

SwimTime: 12 seconds (1 Phase)Energy: 4 MPRequirements: MAGE 2Difficulty: 17Casting this spell upon yourself (or any other person),will double his movement speed through water.Furthermore, it allows for full control of one's self inwater, so no swimming roll is need to swim, and youcannot sink, even if knocked unconscious (but youmay still be held underwater). This effect will last for atime equal the caster's MAGE, in minutes.

DecelerateTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 18Casting this spell on any person or object which is inmotion (a moving car, a falling body, etc), will cause itto slow down at a constant rate. The rate is equal tothe caster's MAGE in meters per second per second.That is, if the caster had a Magic of 5, the spell woulddecelerate an object in motion by 5 meters persecond, every second (about half a G). The objectcould accelerate itself to compensate, but thatrequires active force on its part. Only object whichcan accelerate may try to overcome this, but objectswhich move at a constant rate (people, animals,bullets, etc) will be slowly decelerated. Decelerationis a good way to buffer falls, or gravity itself, asgravity pulls at 9.8 meters per second per second.The effects of this spell will last for a time equal to thecaster's MAGE in Phases.

TelekinesisTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 20Telekinesis is the ability to move objects at adistance. Upon casting this spell, you may mentallymove, and control the motion of, any object or person(even yourself). Your TK Strength is equal to thecaster's MAGE. The Fuzion Strength table for

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numbers on lifting, carrying, and throwing. This effectwill last for a time equal the caster's MAGE, inRounds (12 seconds).

QuicknessTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: 22Upon casting this spell, you (or any single person)will have his Speed increased by +2. This allows himto move quicker and perform tasks faster, and maygive him an extra Action. This effect will last for atime equal the caster's MAGE, in Rounds.

LevitationTime: 2 minute (10 Rounds)Energy: 10 MPRequirements: MAGE 5Difficulty: 22When cast on yourself, the effects of gravity will benegated (you are effectively weightless, but nomassless). You may also cast this on any otherperson or object. However, the maximum weight ofany object(s) levitated is equal to the caster's MAGEtimes four, in kilograms (this is only for objects ormachines, you may always levitate yourself). Youmay move vertically at a rate of 3 m/s, or horizontallyat 1 m/s. You may fall at any rate you desire, up tothe rate of 9.8 m/s2 (or whatever the local gravity is).This effect will last for a time equal the caster'sMAGE, in Rounds (12 seconds). Be sure to be on (ornear) the ground when the spell expires.

FlightTime: 2 minute (10 Rounds)Energy: 12 MPRequirements: MAGE 6Difficulty: 24Casting this spell allows you (or any one else) theability to fly by magic. You can fly quite gracefully,and make incredible aerial maneuvers (hovering,looping, spinning around, etc.) using Acrobatics. Youmay move at a rate equal to the caster's MAGE2

(squared). That is, if the caster's MAGE were 6, hecould fly at 36 Move. This effect will last for a timeequal the caster's MAGE, in minutes. Flying very fastyou may need wind protection, or even respirationgear.

Flicker TeleportationTime: 1 minuteEnergy: 5 MPRequirements: MAGE 6Difficulty: high of 24 or attacker's AVFlickering is not really teleporting from Point A toPoint B. It is teleporting from Point A to Point A.Most often, this is used in combat situations (oftencalled Combat Teleporting).

Flicker teleport spell allows you to make aDefensive Maneuver to Evade an attack byteleporting out of harm's way. This is different fromfull Teleport (below) because you do not have tospend Phases concentrating.

When attacked you can choice to FlickerPortaway, instead of making an evasion roll, assumingyour spell is ready to be invoked (it is a good idea tohave sever FlickerPort spells ready before going intobattle). If you succeed in the spell roll against theattack, then the attack missed. If not, you failed toFlicker in time and the attack hit. You will reappearanywhere in visual range of the combat zone. Thatmaybe on the other side of the room, or behind yourattacker, or any place of your choosing in visualrange.

Phase Through MatterTime: 5 minutesEnergy: 20 MPRequirements: MAGE 7Difficulty: 26You may pass through solid matter as if it werewater. You must hold your breath, least you drown inthe solid! You may move at a rate equal to yourwalking speed, but, your may only maintain this spellfor a time equal to the caster's MAGE, in Phases.Should you be stuck in matter, you shall die.

TeleportationTime: 5 minutesEnergy: 20 MPRequirements: MAGE 8Difficulty: 28This is the ability to teleport yourself, others, orobjects from point A to point B, instantly. Yourmaximum range is equal to your MAGE2 x 100kms.You may teleport yourself plus addition items (orpeople) of no greater than MAGE x 10 kgs extra.

To teleport, you successfully cast this spell.Your roll is at -2 if you are jumping based purely onmap coordinates. If you fail the roll the energy isspent but you are not teleported. If a critical failure isrolled, you do teleport, but not where you intended.You might have even teleported into an object (butthis would be fatal).

Please remember, the shortest distance fromone point on a sphere to another point is through thesphere. If you need to calculate distances on theglobe quickly and accurately, visit:http://www.indo.com/distance/

It is, of course, possible to just teleport part ofthe way to your location, then jump again, but thisuses more power, and so should only be done whenyou are incapable of making the distance in just onejump.

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InsubstantialityTime: 10 minutesEnergy: 30 MPRequirements: MAGE 8Difficulty: 28Matter and energy are one. With this spell, you canmake your self become a mist of magical forces, thusbecoming insubstantial. Nothing material can harmyou, but you can't effect anything material either(least you use other magic spells or psionic energy todo so). You may speak and move at you normalrate, but you cannot interact with matter, lifting,carrying, or attacking. However, when you becomeinsubstantial, all your carried items will becomeinsubstantial with you, so that when you return tonormal they will be ready to use and on you'reperson. You may cast this spell upon your self oranother person (or object). You shall remaininsubstantial for a time equal to the caster's MAGE, inminutes. Once this time has passed, you shall revertto your normal state, wherever you may be (even if ina potential deadly places, such as a wall, outerspace, etc.). You may end this spell at anytimebefore this point with a simple command. While youare insubstantial, you can take no damage from anyphysical kinetic attack (bullets, missiles, explosions,etc.) or from environmental conditions (radiation,vacuum, heat, cold, etc.). Energy attacks do halfdamage and all magical attacks do full damage. TKattacks are useless, but telepathic and mental attackscan still harm you.

Temporal TeleportationTime: 1 hourEnergy: 40 MPRequirements: MAGE 9Difficulty: 29This is the ability to teleport though time. TemporalTeleportation does not move you in space (you mustuse normal teleport for that), only up or down in time.Assume that you remain exactly where you are (theplanet's gravity-well keeps you there, compensatingfor space-time expansion and planetary orbit), butyou may transport yourself forward or backward intime.

You may teleport up or down the time-streamby a number of years equal to the caster's MAGE x20 years. That is, at MAGE 9 you can jump up to180 years forward or backward in time. You canmake multiple jumps to continue backward orforward.

The nature of time travel is totally up to theGM. If he does not want time travelers, this spellshould be disallowed.

Stellar TeleportationTime: 2 hoursEnergy: 100 MPRequirements: MAGE 10Difficulty: 30This is a special ability to teleport in stellar distances.Basically, making a stellar jump is just the same asnormally teleport jump, except boosted to light-yearsinstead of kilometers. You must have the exactspatial coordinates and an astrogation chart to seewhere you are going, and successfully make aCompetent Astrogation Task Roll, followed by asuccessfully with this spell. Failure in either willthrough you off course. A critical failure might dropyou into the heart of a star...

Your maximum range is equal to yourMAGE2 x 100 light-years. You may teleport yourselfplus addition items (or people). The default is MAGEx 100 kgs of extra equipment (probably including yourspacesuit). However, the GM may greatly increasethis if he feels the mage should be teleporting hisentire starship. If this is the case, the weight shouldbe scaled up to tons, or even kilotons. Because thisspell uses so much MP, you can stage the casting ofit over several hours.

Planer TeleportationTime: 1 hourEnergy: 40 MPRequirements: MAGE 10Difficulty: 30Casting this spell allows you to teleport yourself (orothers) to a different plane of reality, that is, toanother dimension. If no other dimensions exit, thisspell is pointless. If they do exist, then it is quitepossible the only way to get there is to jump throughthe corners of time and space.

This will lead to alternate Earth, or otherworlds entirely (Fantasy worlds, for instance) wherethings work very differently. You might even jumpinto a world where magic does not exist (which wouldbe terribly unpleasant), but then psionics orsuperpowers might exit. And if psionics andsupertechnology exits, perhaps there would beanother way to teleport back...

The exact game mechanics of this spell areup to the GM. Typically, there are three levels ofalternate dimensions. The first is simply an alternatereality of your world. The second is a completely newand fantastical world. The third class of planardimensions include totally alien, surrealisticdimensions where everything, even physics, isdifferent...

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Nature SpellsThese are spells concerned with all aspects of thenatural world, plants, animals, and the environment.Nature magic is most often found in primitivecultures, but there is no reason for it not to bepracticed in a more 'civilized' magical culture.

Animal EmpathyTime: 9 seconds (3 Phase)Energy: 3 MPRequirements: MAGE 1Difficulty: 16Casting this spells gives you Animal Empathy for anumber of minutes equal to the caster's MAGE. Ifyou already have Animal Empathy, the effects aresimply much greater (GM's discretion).

Sense AnimalTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 1Difficulty: 16Casting this spell allows you to know the directionand distance of the nearest animal of a certainspecified type, or, a particular individual animal (suchas a pet or ride). This can not be used to seekpeople or other fully intelligent people.

Sense PlantTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 1Difficulty: 16Casting this spell allows you to know the directionand distance of the nearest plant of a certainspecified type.

Calm AnimalTime: 12 seconds (1 Round)Energy: 4 MPRequirements: MAGE 2Difficulty: 17A greater form of Animal Empathy, Calm Animalallows you to instantly sooth any enraged beast. Thisonly calms the animals instinctually inclination toattack. This spell may not work if the beast wasprovoked, antagonized, or itself attacked!

Call AnimalTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 2Difficulty: 18Casting this spell will attract the nearest animal of acertain specified type, or a particular individual animal(such as a pet or ride). The animal will come;however, its reaction may vary. It will act as any

beast would, fleeing or attacking when in a humanpresence, or if docile and tame it will stay. CalmAnimal or Control Animal should be used once theanimal has arrived to insure its obedience.

Grow PlantTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 2Difficulty: 18Casting this spell allows you to accelerate the growthof any one plant. When cast, the plant will bepermanently enchanted, and grow at double itsnatural rate. However, its life span will likewise becut in half. Multiple castings will keep doubling thegrowth rate.

Control Lesser AnimalTime: 24 seconds (2 Rounds)Energy: 5 MPRequirements: MAGE 3Difficulty: 19This spell is used to control a lesser animal of anytype. Lesser animals include insects, small fish,birds, and rat-sized mammals. When cast upon suchan animal, it will yield to your command. Althoughthe animal does not naturally understand youlanguage, for the duration of the spell, it canunderstand simple commands. This spell will last fora time equal to the caster's MAGE in Rounds.

Conceal PathTime: 24 seconds (2 Round)Energy: 4 MPRequirements: MAGE 3Difficulty: 20This spell allows the caster to cover is tracks thougha forest or wilderness environment. For the durationof the spell, he will leave no tracks, trail, or path thatcan be followed. If there are multiple people (oranimals) in his party, this spell should be cast oneach on. It will last for a time equal to the caster'sMAGE x 5, minutes.

Cure FoodTime: 1 minutes (5 Rounds)Energy: 4 MPRequirements: MAGE 3Difficulty: 20Cast on stale, rotting, or spoiled food will make it asfresh and wholesome as the day it was made.Furthermore, the food will be permanently preserved,so that it cannot spoil or rot (unless the Spoil Foodspell is used). Cast on fresh food, it will likewise bepreserved. This is excellent for travelers or for longsea voyages.

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Spoil FoodTime: 1 minutes (5 Rounds)Energy: 4 MPRequirements: MAGE 3Difficulty: 20Casting this spell on any sort of food will spoil it. Thefood will seem to be days, if not weeks old, filled withrot and worms, and be utterly unsafe to consume.Anyone who does eat the food will become very sickfor a day.

Control Domestic AnimalTime: 36 seconds (3 Rounds)Energy: 6 MPRequirements: MAGE 4Difficulty: 21This spell is used to control an normally domesticanimal. Domestic animals include dogs, cats,horses, pigs, and other such animals found in homesand farms. When cast upon such an animal, it willyield to your command. Although the animal doesnot naturally understand you language, it canunderstand simple commands for the duration of thespell. This spell will last for a time equal to thecaster's MAGE in Rounds.

Kill PlantTime: 36 seconds (3 Round)Energy: 6 MPRequirements: MAGE 4Difficulty: 21Casting this spell will instantly kill and wither all plantswithin a radius equivalent to the caster's MAGE inmeters radius. Large plants, like trees, must havethis spell cast directly on them.

Make MealTime: 2 minutes (10 Rounds)Energy: 8 MPRequirements: MAGE 4Difficulty: 22Casting this spell upon any raw ingredients willmagically create a fully cooked and prepared meal. Itwill not make a fancy meal, but it can cook meat,make a stew, or rise bread. Placing vegetables,meat, and water into a pot, and casting the spell uponit can made a most tasty stew.

Control Wild AnimalTime: 48 seconds (4 Rounds)Energy: 8 MPRequirements: MAGE 5Difficulty: 23This spell is used to control an wild or dangerousanimal. Wild animals cover all beasts not controllableControl Domestic Animal, including lions, elephants,sharks, wolves, and such. It cannot be used onmagical or monstrous beasts (such as dragons,griffins, unicorn, etc.). When cast upon such an

animal, it will yield to your command. Although theanimal does not naturally understand your language,it can understand simple commands for the durationof the spell. This spell will last for a time equal to thecaster's MAGE in Rounds.

Shape PlantTime: 48 seconds (4 Round)Energy: 8 MPRequirements: MAGE 5Difficulty: 23Casting this spell allows you to shape and form anysort of plant or vegetation of mass equal to thecaster's MAGE x 10, in kilograms. Used on deadplant material, such as wood, you may shape andform the wood like putty. Used on living plants, youmay accelerate its apparent growth, create a tangledbriar of thorns, or form large caverns inside a greattree for shelter. One casting allows you to performthe shaping for one minute.

Environmental AwarenessTime: 1 minutes (5 Rounds)Energy: 6 MPRequirements: MAGE 5Difficulty: 24Similar to Commune, but not as powerful.Environmental awareness allows you to enter into astate of meditation where you gain a sense of thecurrent state of the environment. For a range equalto the caster's MAGE, in kilometer's radius, you willinstantly know how healthy (or damaged) theenvironment is. Any trash, pollution, or toxicsubstances that can or are harming the localenvironment will be known to you.

Fool's MealTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 5Difficulty: 24This spell can make an illusionary meal fromanything. Mud and dirt are most often used as basematerial, over which his spell is cast. Rocks, metal,and other such inedible materials cannot be used.When the spell is cast, the base material will look andtaste like a delicious meal. However, it was simplyan illusion, and anyone eating the meal has actuallyconsumed whatever the base material was. Thisusually causes them to become extremely ill, and caneven result in death.

Water to WineTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 5Difficulty: 24This spell allows the caster to turn ordinary water intowine (or any alcoholic beverage of his desire). Hemay change a number of liters of water to win, equal

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to the caster's MAGE, in liters. If cast on an alcoholicdrink, it will double its potency.

CommuneTime: 2 minutes (10 Rounds)Energy: 8 MPRequirements: MAGE 6Difficulty: 25Casting Commune allows you to instantly become'tuned in' to the natural world around you. Your mindand soul become part of the very life-force of nature.During this meditation, you must remain at rest(sitting or lying still), and cannot be interrupted. Noanimals will harm you, and some may approach andrest near you, bathing in the tranquil energies ofnature magic (when you awaken, they may leave,doing you no harm). While Communing with nature,you can since all natural disturbances, foreignintrusions, and threats within a range equal to thecaster's MAGE, in kilometer's radius. This includeshuman trespassers, machines, fires, enemies,monsters, and encroaching catastrophes (such asearthquakes, floods, and storms). You may remain inthis state for as long as you wish.

Clean EnvironmentTime: 4 minutesEnergy: 12 MPRequirements: MAGE 7Difficulty: 26Once this spell is cast, all trash, pollution, or toxicsubstances that are harming the local environmentare instantly destroyed. This does not repair damagealready caused, but the environment can heal itselfafter these destructive substances are removed.Pollutants will be broken down to harmless elements,trash will be dissolved, and toxic chemicals will breakdown. Radiation and any radioactive waste material(such as uranium) will become harmless and non-radioactive. This spell cannot be used on activematerials in use. That is, it cannot destroy plasticunless it is plastic trash, nor can it be used to negatea nuclear bomb, though it can purify the radiationeffects after a nuclear explosion.

Shapeshifting (type)Time: 5 minutesEnergy: 20 MPRequirements: MAGE 8Difficulty: 28There are many Shapeshift spells, one for every typeof animal. Each is a separate spell. The mostcommon are Wolf, Bear, Lion, Falcon, Snake, Fish,and Frog. When cast upon yourself (or another) youwill instantly turn into that animal. All your mentalcharacteristics, skills, and memories remain the same(as do special powers), but you take on the form andphysical characters of that animal. The spell will last

for a time equal to the caster's MAGE in hours, oruntil you will yourself back to normal. This spell canbe permanently enchanted, as per Enchantmentspell, but this is usually a bad thing.

BanquetTime: 10 minutesEnergy: 30 MPRequirements: MAGE 9Difficulty: 28Casting this spell magically creates a banquet ofdelicious food, fit for a king. It produces enough foodto serve a number of people equal to the caster'sMAGE. This spell will convert any available matter(usually dirt and water) to real, fully prepared food. Itis not an illusion and it is permanent. Eating fromsuch a banquet is quite a feast indeed!

Necromantic SpellsThese are spells of death and decay. Few goodmages condone such spells, and many outright shunall practitioners of this art (in some worlds,Necromancers have a Social Complication becauseof this). There are some necromantic spells, such asTurn Undead, which, though Necromantic in nature,are really considers 'anti-necromantic', and thusacceptable.

PainTime: 6 seconds (2 Phases)Energy: 3 MPRequirements: MAGE 1Difficulty: 16Cast on a target, he will suddenly feel a sharp,agonizing pain explode through his body. This doesno permanent damage, but can knock someone out.He takes 4DC STUN damage to represent the effectsof the pain, but any STUN damage done will instantlyvanish the next Phase. This is only used todetermine if the target was stunned by the Pain, orknocked out.

Turn UndeadTime: 6 seconds (2 Phases)Energy: 2 MP per levelRequirements: MAGE 1 (+1 per Level required)Difficulty: See descriptionTurn Undead is the basic "anti-evil" spell carried bygood clerics and wizards alike. It is the onlynecromantic spell typically allowed for holy clerics.Turn Undead is possible at MAGE level 1. But if youhave a higher MAGE characteristic, you can castmore powerful versions of this spell (same spell, justadd more power). Each level of Turn Undeadrequires you to have an equivalent level of MAGE (oryour effective MAGE for necromantic spells).

Turn Undead only works on undead

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creatures, including as zombies, skeletons, liches,vampires, and other such creatures. It will also workon ghosts, wraiths, specters, and so forth. It has noeffect on living beings. When cast, Turn Undead willeffect all undead creatures within visual range of thecaster. All undead must then make a Will +Concentration roll verse Level + Turn Undead skill+ die roll, where Level is equal to the MAGE of thecaster . That is, if the caster had a MAGE of 5 castTurn Undead with Skill of 6 in Turn Undead, the AVwould be 5 + 6 + a die roll (3D6 or 1D10, dependingon your game settings). If the resulting roll was 20,then all undead must roll against this number. If theyfail, they must flee. If the undead succeed in theirWill+Concentration roll, they are unaffected. Thisspell effects both 'good' and 'evil' undead alike. Itcost 2 MP per level of MAGE to cast this spell, so youmay cast it at a lower level, if desired.

DecayTime: 9 seconds (3 Phases)Energy: 4 MPRequirements: MAGE 2Difficulty: 17Cast on dead material (plant, animal, etc.), thedecaying process will be greatly accelerate. Foreach casting, the material will instantly decay by oneweek. Cast on a living target, it will instantly take 1DC of decaying damage.

InfectionTime: 12 seconds (1 Round)Energy: 5 MPRequirements: MAGE 3Difficulty: 18Cast on a target, he will instantly be infected with asickening disease. The exact disease is up to thecaster (often, a peace of infected flesh is used in theritual), but it cannot be a fatal disease. The diseasewill rarely have an instant effect, and will progress asnormal for that disease. Again, this cannot be usedto cast a fatal disease (if a fatal disease is cast, itwon't be fatal).

Withering TouchTime: 24 seconds (2 Rounds)Energy: 10 MPRequirements: MAGE 4Difficulty: 20A dreadful spell of destructive necromantic energy.To cast this spell, you must touch a limb of yourtarget and invoke the spell. Instantly, the target willtake 3 DC damage, and his limb will wither, shrivel,and atrophy. That limb is permanently useless, but itcan be healed by magic (some psionics,superpowers, and high technology might also be ableto heal it), but it cannot heal naturally.

AgeTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: 21Casting this spell upon a hapless victim causes himto suddenly age by a number of years equal to thecaster's MAGE. This spell may only be cast on aparticular person once a day.

Steal LifeTime: 2 minutes (10 Rounds)Energy: 15 MPRequirements: MAGE 5Difficulty: 22Casting this spell on a target victim allows you tosteal a part of his life force and add it to your own.This has several effects, both on you and the victim.You gain back END equal to your MAGE x 5 (up toyour max), and you gain back STUN equal to yourMAGE x 2 (up to your max). The victim loss doublewhatever you gained.

Control ZombieTime: 2 minutesEnergy: 8 MPRequirements: MAGE 5Difficulty: vs. Zombie's Will or ControllerCast on any single zombie (or en mass, see below),allows you to mentally command a zombie to do yourbidding. When cast, your difficulty is rolled againstthe Zombie's WILL, which is generally low enough foryou to beat with ease -- Characteristic + ControlZombie + a die roll vs. Zombie's WILL. If anotherwizard is controlling the zombie, both necromancerswill roll against each other to determine who is incontrol. A wizard already in control of a zombie doesnot need to cast his spell again, but must make thetask roll for the purpose of maintaining control againstan outsider attempted to steal his zombie. After thespell is cast, you will have permanent control (that is,the zombie becomes your servant), however, if youneglect to command the zombie for one day, yourcontrol will be lost, and must be recast (the zombiebasically wanders off). You can only cast this on azombie within visual range, or in range of some otherform of ranged sight (magical, psionic, ortechnological).

This spell can also be cast on a large numberof zombies at once (a newly risen graveyard).Energy cost is 40 MP, and the time to cast is 30minutes, so it is wise to have this spell preparedbefore you actually need to use it. This can bring upto 20 zombies under your mental command. Mostnecromancers controlling multiple zombies simplesend out general and simple commands to all, suchas "Kill the White Knight" or "Bring me the Princess".

Control zombie will not work on other

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undead, such as vampires, ghosts, or other sentientundead beings.

Create ZombieTime: 10 minutesEnergy: 20 MPRequirements: MAGE 6Difficulty: 24This spell must be cast on a dead body. It may be ofany creature, though most often human (orhumanoid). Recently dead bodies become typicalzombies, where as older, more decayed corpse aremuch more horrific. A body which is little more than askeleton is raised up as a classical skeleton zombie.

The body will continue to decay and rotaway, causing one hit point of damage per day. Onlymagical (or psionic) healing can heal a zombie. Frombetween 1-6 days decayed, the zombie will be fairlynormal in appearance. Over 6 days decayed, he willbe noticeable pale and "deathly". His eyes will haveno spark of life, and anyone use to seeing corpse willbe able to tell that he is a zombie. After a week ofrotting, the corpse will really begin to decay. Allzombies have cold, clammy skin, and typically smellbad.

Zombies take damage, but cannot be killed.They are already dead, after all. They can bedamaged to the point of no longer being able tofunction. When the Zombie's hit points have beenreduced to below -10 the necromantic enchantmentwill be broken and the zombie will be utterlydestroyed. It is possible to heal and regenerate azombie, even if it has been reduced to ashes, butmost necromancers don't bother.

When a zombie is created, it will have nodirection or guidance, and wander about of its ownaccord (often attacking its creator, who is usually theclosest person nearby). Control Zombie, then, isessential for any necromancer planning to raise thedead.

It is also possible to raise up a large numberof zombies at one (usually cast in the middle of agraveyard). Energy cost is 100 MP, and the time tocast is 2 hours, so you must have this spell prepareda head of time. This can raise up to 20 zombies atonce (assuming there are 20 zombies available).

A zombie's characteristics will be pretty muchthe same as they were for the individual before hedied. However, because it is a zombie, there are afew characteristic adjustments.Zombie-1 INT, -2 Will, +2 CON, +2 STR, +2 BODYGhoul (Highly Decayed Zombie)-2 INT, -3 Will, -1 PRE, -1 REF, -1 DEX, +1 CON, +1STR, +1 BODY,Skeleton-3 INT, -3 Will, -1 PRE, +1 CON, +1 STR, +1 BODY,

Create UndeadTime: 1 hourEnergy: 50 MPRequirements: MAGE 8Difficulty: 26Zombies are nothing more than reanimated corpses.A true undead, however, is much different. Anundead being is a supernatural entity whose very life-force (soul) is permanently bound to his corporealbody. In effect, this soul may never leave the body.The body is then killed ("death of the flesh") whilemaintaining the living essence of original being.

Normally, this can only be performed on aliving subject, or a recently dead victim whose soulhas not yet parted (or, for an atheistic universe,before life-force has evaporated). It is up to the GMto determine this time span. In the real world, thebrain can survive about thirty seconds after death. Itcan be assumed that this is the "point-of-no-return".A recommended "point-of-no-return" limit for afantasy setting is one hour after death. That is, up toone hour after death a person can be resurrected toan undead state with this spell.

In many ways, being undead is vastlysuperior to normal mortality. There are, however,several basic disadvantages. Undead are in a stateof physiological flux. That is, they have no vital signs,but they do have a soul and their mind functionsthrough the soul instead of the brain. Because thebody is dead, and being such, will continue to rot anddecay. As the body rots, it will take one hit point ofdamage per day. It is also impossible to healnaturally (magical or psionic healing, and possiblysome technological healing methods, can heal anundead). Being undead could also incur massiveHumanity lose (if Humanity is used in yourcampaign). This Humanity lose should be set by theGM, but a typical value might be 7D6 HC.

Depending on how many days of decay thebody has undergone will determine its appearance.From between 1-6 days decayed, the undead will befairly normal in appearance. Over 6 days decayed,he will be noticeable pale and "deathly". His eyes willhave no sparkle of life, and anyone use to seeingcorpse will be able to tell that he is undead. After aweek of rotting, the undead will really begin to decay.All undead have cold, clammy skin, and typicallysmell bad. But fear not. Makeup can cover for this.No matter what its condition, all undead have cold,clammy skin.

On the other hand, being undead carriessome powerful advantages as well. Undead do notage or grow old, but in the case of undead they lookrather dead anyway. They cannot catch disease, norcan they drown or die from poison. They do not needto eat, drink, breathe, or even sleep! They do loseEndurance from using psionics, combat, running, andencumbrance (and gain it back as normal), but do not

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tire from simple day to day actives. Undead cansleep if they wish, but as a general rule they all sufferfrom insomnia.

Undead take damage, but can never bekilled. They are, after all, already dead. Magicalattacks that assault the soul can kill them. Thisincludes Death Bolt, Soul Burn, Shatter Soul, andDestroy Soul. Bullets, fire, explosions, impacts (i.e.physical damage) cannot kill them, but it can woundthem or even destroy them.

When the hit points on a body are reduced tozero, the undead is serious injured, but notdestroyed. Only when it's hit points have beenreduced to below -10 will it be destroyed. However,even if an undead is nothing more than a pile of burntash, it may still be regenerated, as the soul is stillpresent within the ash.

Further more, undead do not feel pain. Thismakes them immune to the effects of Stun damage.They still take Stun damage, and are effected byStun rollover, knockback, and other such effects, butthey cannot be knocked unconscious.

Because they are undead, they makedreadfully powerful necromancers. Undeadautomatically have a +2 MAGE to all necromancyspells!

Undead characters receive the followingCharacteristic modifiers:Chars: -1 PRE, +1 CON, +1 STR, +1 BODY

It is impossible to reverse the effects of beingundead. The soul is anchored forever within thebody and can only be removed by destroying thatsoul by magical means.

Shatter SoulTime: 2 minutes (10 Rounds)Energy: 15 MPRequirements: Mage 8Difficulty: 26Shatter soul is a devastating spell, cast to harm ordamage the binding life-energy of a sentient being.Whether this life-energy truly is a soul or not dependson the gameworld. Whatever the case, Shatter Soulassaults the very essence of a target.

The derived characteristic for determining the'hit points' of your soul is, by default, Humanity (WILLx 10). Depending on the gameworld, however, theGM may have this set to something else, such asPRE x 10, or may use another derived characteristic,such as SOUL or ESSence.

Shatter Soul inflicts 4 DC damage to thetarget's HUM (or SOUL, etc.). This lose reducesHUM, and if reduced below 0, can cause extrememadness (the soul collapses). Other effects fromHumanity lose are outlined in Cyberpunk andBubblegum Crisis RPGs.

Points lost from Shatter Soul will heal withtime. Assume, by default, you will recover damagedHumanity at a rate of 1 point per day.

Death Bolt(See Combat Spells)

Soul BurnTime: 4 minutes (20 Rounds)Energy: 20 MPRequirements: Mage 9Difficulty: 28Soul Burn is a more powerful version of Shatter Soul.Like Shatter Soul, Soul Burn damages the life-energyof a sentient being (the soul). See above for detailson soul hit points and Humanity.

When Soul Burn is cast upon a victim, he willinstantly take 6 DC damage to his HUM (or SOUL,etc.). That is, if you take 24 soul hits, you lose 24HUM. Unlike Shatter Soul, damage done by SoulBurn is permanent. The target's soul has takenextreme damage which cannot be recovered.Furthermore, if HUM (or SOUL) is reduced to zero orbelow, the target's soul is totally destroyed, and hebecomes a hollow, empty shell -- a lost creaturedamned to roam the earth soulless and mad withinsanity. If the victim was a PC, consider him dead,and it becomes an NPC (it is possible to play asoulless, but this is up to the GM).

Destroy SoulTime: 10 minutesEnergy: 30 MPRequirements: Mage 10Difficulty: 30Even more powerful than Soul Burn is Destroy Soul.As the name of this spell implies, it simple destroysthe soul of a target victim.

When a target's soul has been destroyed, hebecomes a hollow, empty shell -- a lost creaturedamned to roam the earth soulless and mad withinsanity. If the victim was a PC, consider him dead,and it becomes an NPC (it is possible to play asoulless, but this is up to the GM).

This spell is extremely powerful, and shouldbe very rare and difficult to find.

Resurrection(See Physiology Spells)

Physiology SpellsThese are spells concerned with the physiologicalaspects of biology. In more arcane terms -- healing.Physiology spells go beyond healing in some cases,enabling adjustments or alterations to biology, suchas the case with unaging and biostasis, and othersuch spells. The most powerful of all physiologyspells is Resurrection, which is both a necromanticand physiology spell.

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AwakenTime: 3 seconds (1 Phases)Energy: 1 MPRequirements: MAGE 1Difficulty: 16This simple spell will rouse any one target out of thedeepest slumber. This will not work to wake thosecast into sleep by magic or knocked unconscious dueto injury.

ReviveTime: 9 seconds (3 Phases)Energy: 2 MPRequirements: MAGE 1Difficulty: 16Similar to Awaken, though more powerful. Revivecan bring any one subject out of unconsciousness.

Recover FatigueTime: 6 seconds (2 Phases)Energy: 3 MPRequirements: MAGE 2Difficulty: 17This spell may be cast on yourself or another. Whencast, the subject will instantly recover Endurancepoints equal to the caster's MAGE x 2.

Negate PainTime: 9 seconds (3 Phases)Energy: 3 MPRequirements: MAGE 2Difficulty: 17Casting this spell upon yourself (or another) allows allpain to be temporarily alleviated. In effect, the subjectreceives High Pain Threshold (if he already has this,double the effects). This spell will last for a timeequal to the caster's mage, in minutes. Multiplecastings are only cumulative on the duration, not theeffect.

Illusionary HealingTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 18Illusionary healing is a somewhat devious spell. Onthe surface it is apparently beneficial, but usedimproperly or maliciously, the effects can bedevastating. In effect, illusionary healing usesmagical forces to bind and negate the effects ofwounds and damaged tissue. But these effects areonly temporary -- nothing more than a magicalillusion. All damage healed by illusionary healing willtruly seem healed, until the spell's duration runs out,when all 'healed' damage returns. Evil sorcerersoften make use of this to keep their cannon-foddertroops on the line just long enough to win a battle...afterwards they literally fall apart at the seams.

When cast, this spell will heal 1D6 of

damage, per level of MAGE. If the caster had aMAGE of 6, then he could heal 6D6 of damage. Thishealing will only last for a time equal to the caster'sMAGE in minutes. Use this spell with caution.

SterilizeTime: 24 seconds (2 Rounds)Energy: 6 MPRequirements: MAGE 3Difficulty: 18Sterilize is the basic healing spell. Cast on a wound,it is instantly cleaned and magically cauterized as tostop bleeding and prevent infection. In effect, sterilizewill stop a subject from bleeding and heal 1D6 Stundamage and 1 point of killing damage. This spellmay only be cast once for every major wound.

Lesser HealingTime: 36 seconds (3 Rounds)Energy: 8 MPRequirements: MAGE 3Difficulty: 18Lesser healing invokes magical energies to bind andrepair damaged tissue, accelerating the healingprocess. In effect, Lesser Healing instantly recovers2D6 of Stun damage and 1D6 of Killing damage to asubject. The effects are permanently. This spell mayonly be cast once per day on a subject.

Negate PoisonTime: 48 seconds (4 Rounds)Energy: 10 MPRequirements: MAGE 4Difficulty: 20This spell is used to negate the effects of any poisonswithin the body of a subject. When cast, all traces ofpoisons are instantly removed and can cause nofurther damage.

CureTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 4Difficulty: 20This spell is used to destroy diseases (bacteria, virus,cancer, or microbes) within the body of a subject. Itcannot effect genetic disorders or mental diseases.When cast, all diseases are removed and can causeno further damage.

StabilizeTime: 2 minutes (10 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: 10 + # of hits below 0.When a person is wounded to below 0 hit points, heis dying. By casting Stabilize, the subject's vital signsare magically stabilized, and he will not continue to

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lose hit points due to shock and trauma. Thedifficulty for casting this spell, however, is equal to 10+ the number of hits below zero which the subject iscurrently at. For instance, if the victim were at -8 hits,the difficulty to successful to cast Stabilize on himwould be 18.

Greater HealingTime: 3 minutes (15 Rounds)Energy: 15 MPRequirements: MAGE 5Difficulty: 24Greater Healing invokes magical energies to bindand repair damaged tissue, accelerating the healingprocess. Greater Healing instantly recovers 4D6 ofStun damage and 2D6 of Killing damage to a subject.The effects are permanently. This spell may only becast once per day on a subject.

BiostasisTime: 5 minutesEnergy: 16 MPRequirements: MAGE 6Difficulty: 25Casting biostasis puts a subject into a state ofbiological suspended animation. Essentially, hebecomes frozen in time, and appears to be dead. Hewill not age in this condition, and does not requirefood, air, or water. He can take damage, and can stillbe destroyed if he takes enough damage. Castingbiostasis again will revive a subject in biostasis.Alternatively, the mage who cast biostasis on thesubject could 'program' him to awaken after a setamount of time or under a certain condition (such as'awaken when touched by water').

UnagingTime: 10 minutesEnergy: 18 MPRequirements: MAGE 7Difficulty: 26Casting this spell will halt aging on a subject for atime equal to the caster's MAGE, in weeks. For thisperiod of time, the subject will not age. This spell canbe cast again to continue the effect.

RejuvenationTime: 30 minutesEnergy: 24 MPRequirements: MAGE 7Difficulty: 27Similar to unaging, but actually reverse the effects ofaging. Casting this spell on a subject will remove oneweeks of aging. The effect is permanent, however,the subject will continue to age normally.

RegenerationTime: 30 minutesEnergy: 25 MPRequirements: MAGE 8Difficulty: 28Regeneration is a powerful healing spell. Not onlycan it heal a massive amount of damage, but it canalso restore and regenerate lost limbs. This can workone of two ways. One casting of this spell can eitherregenerate one missing limb, or completely heal asubject. When cast to regenerate a limb, that limbwill grow back out again, and be full restored (it takesone day for the limb to regenerate) and 3D6 killingdamage is also restored, as a side effect of thehealing. Cast merely to heal a subject, the subject iscompletely healed of all damage (but there will be noregeneration of lost limbs). It takes one minute forthis regenerative healing to complete (he willtherefore regain 5% of his hit points (Stun and Killingdamage) once every Phase.

ResurrectionTime: 4 HoursEnergy: 100 MPRequirements: MAGE 10Difficulty: 30This is the most powerful of all healing spells.Casting this on a dead body can bring it back to life,and restore the soul to its body, even after it hasdeparted to the afterlife (or dispersed into oblivion).Resurrection spells are very different from gameworldto gameworld, so the GM is advised to structure themechanics of Resurrection to fit the theologicalbeliefs of his gameworld. For instance, in somefantasy settings, it maybe necessary to rescue thesoul from the Netherworld. In other settings, thebody may need only to be healed and prepared withspecial potions. Whatever the case, Resurrectionspells should never be taken lightly, and could wellbe the theme of an entire campaign.

Summoning SpellsOften mistaken for necromancy, spells of summoningare technically an entirely different category of magic.Necromancy deals only with death of flesh. Summonconcerns the existence of life after death, thenetherworlds, and other dimensions of being.Summoning spirits and demons has long beenthought the cornerstone of black magic, and so thesespells are quite common in the darker circles ofmagic. Contacting deities, on the other hand, israrely mischievous, and many holy priests and clericsknow the spells and rights to contact their patrondeity. Of course, you can't summon a god, but thereare spells to demand their attention... Use themsparingly.

All of these spells can be cast one of twoways: specifically or randomly. To cast the spellspecifically, you must know the name of the

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spirit/demon/entity/deity that is your target.Otherwise the spell is random, and any such creaturemay respond. Call and Contact Deity spells can onlybe specific.

Summon SpiritTime: 36 seconds (3 Rounds)Energy: 6 MPRequirements: MAGE 2Difficulty: 18This spell can summon back a spirit from thenetherworld or from the living world if the target spirithappens to be a wandering ghost. The spirit can dolittle, and is merely a shadow of the subject's soulprojected into the world of the living. It can answerquestions, though it is quite likely it has forgotten allor most of its previous life. There is usually little pointin calling a random spirit, so most are called byname. Depending on the nature of the afterlife, somespirits may be inaccessible. For instance, those in aheavenly realm or Elysian field may be protectedfrom summoning spells, and those in a hellishafterlife may already be destroyed. Therefore, thedynamics of this spell are left up to the GM.

Summon PhantomTime: 1 minute (5 Rounds)Energy: 8 MPRequirements: MAGE 2Difficulty: 18Phantoms are shattered remnants of souls, usually ofindividuals with a powerful (or even magical) life-force. Phantoms retain little or no memory of theirpast, and are usually extremely hostile. They oftenhave a few spells inherently bound to their being, andmay also demonstrate psychic powers as well.

Phantoms are usually summoned randomly(most don't even have names). When a SummonPhantom is cast, a Phantom will appear in 3D6seconds. Unfortunately, as most new andinexperienced summoners quickly realize, there areno control spells for such creatures, and they hold noloyalty to their summoner. Phantoms can becontrolled with mind control spells, and a few canactually be bargained with. If summoned into amagical Pentagram, the Phantom will be contained.

The exact characteristics, powers, andnature of the phantom should be developed by theGM to suit his gameworld.

Summon DemonTime: 10 minutesEnergy: 20 MPRequirements: MAGE 4Difficulty: 22It is universally excepted by all cultures (aside fromcultures that are evil by nature) that summoningdemons is the most evil form of all magic. After all, itwas demonolatry that gave magic a bad name to

start with. It is also considered extremely unwise tosummon a demon. Most demons turn out to be morepowerful than their summoner, which is very bad forthe demonolater.

The first question that must be considered is'What are demons?'. Depending on the gameworld,demons may be powerful malicious spirits, servantsof a dark god, fallen angels, beings of conscious darkmagic, or something else entirely. Whatever thecase, they are powerful, extremely intelligent, andabsolutely evil. If demons are, for some reason, alienentities or deities, this spell will not summon them.Use the appropriate Contact and Call Entity and Deityspells for such beings.

A demon can be summoned one of twoways: randomly or by name. Only an idiot wouldsummon a demon randomly, but some demonolatersare notoriously unwise (fortunately, they do not lastlong enough to degrade the gene-pool). If a demonis summoned randomly, it should always besummoned into a magical Pentagram (which willcontain most demons), or the demonolater shouldhave a very good offer to make a deal with thedemon. A randomly summoned demon will do as itwishes, be it leaving, running amok, or just killing thedemonolater. They will usually stick around longenough to hear their summoner's offer, after all, thepitiful mortal might just be useful.

Summoning a demon by name is safer(relatively speaking). Knowing a demon's true namegives a demonolater great power over it. This powercomes from the ability to use the Banish Demon spellat any time (see Banish Demon). There may beother effects of knowing a demon's true name,including black mail (although threatening to give histrue name to the Mages' Guild will probably just getyou eaten), or knowing certain weakness. This iswhere the Demonology skill comes in handy. It ispossible to research the names of demons using theDemonology skill (DV 20 to find a true name of ademon, DV 30 to find the true name of a specificdemon you are after). A failed roll may get you a'calling name' which is not a true name, but will callthe demon anyway. Most demons have a callingname and a true name. They often pretend theircalling name is their true name in order to keep theirtrue name concealed. This must be keep in mind,because many grimoirs and demonology bookswhich have lists of demon names is actually a list ofcalling names. A calling name gives you no powerover the demon, but only allows you to call it (picturecalling names as a demon's alias, whereas their truenames are their secret identity).

After you have summoned any demon, it isnecessary to make a deal with it (few wizards havethe power to successful use mind control, but youcan try). Human scarifies, magic items, and favorsoften make good bargaining tools. Demons are not

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interested in material wealth. Most demons also dealin information, though many demonolaters overlookthis factor. In truth, a demon can be easily bought byoffering it some juicy information on its enemies orpeople in power.

Even if a demonolater gets a demon toaccept a deal, the demon will probably have ulteriormotives. Most demons actually use the demonolater,letting the demonolater think he is the one controllingthe demon. On the other hand, a crafty and cunningdemonolater can make a demon an offer he can'trefuse. The threat of Banishment can often beenough to make a demon do your bidding... Justwatch your back.

Banish DemonTime: 10 minutesEnergy: 22 MPRequirements: MAGE 4Difficulty: vs. Demon's WILL"Never call up that which you cannot put down."Such a quote should be well heeded by alldemonolaters. Calling a demon that you have nocontrol over is suicidal at best. To banish a demonthe casters must know the demon's true name.Anyone can banish a demon with this spell, as longas they know the demon's true name. ProfessionalDemon Hunting is an extremely dangerous, thoughlucrative business (a word to demonalaters: to reallymake a deal with a demon, just give him the name ofa demon hunter, or better yet, give him a demonhunter as a sacrifice).

Many demons have both a calling name anda true name (true names are sometimes referred toas "Banishing Words"). Make sure you know the truename of the demon. The calling name can donothing to banish a demon. It will only laugh at you,then eat you, if you use the calling name while tryingto banish it.

When this spell is cast upon a demon, thebanisher must roll against the demon's WILL roll. Ifthe demon has a lot of WILL, which is often the case,this is just too bad. Even if you fail, the demon willtake 6DC damage (penetrating all armor), due to themassive disruption of his binding forces. Subsequentcastings are at +2 to your roll (or -2 to the demon's),and this effect is cumulative with each casting. If youfail the first time, however, the demon will probablytear you asunder before you get a second chance. Itis therefore very wise to bind multiple banishmentspells to yourself (or some item) to use when you goto face the demon, so that each casting can beinvoked in rapid succession, guaranteeing yourvictory (assuming you had the name right).

When a demon is banished (or destroyed bybanishment castings) he will return to his hell-realmand cannot return to the mortal world for a year, evenif summoned by name.

Contact Cosmic EntityTime: 30 minutesEnergy: 25 MPRequirements: MAGE 5Difficulty: 24There are beings prowling the universe far greaterthan mere mortals. They seem as gods in power, butthey are not true deities. They are alien in mentality,though not so far removed as to be unfathomable, forthey are a part of this universe. They are great andancient beings, wanderers between the stars andgalaxies, and master of all things known andunknown.

Wizards have learned certain spells and ritesneed to contact these greater beings, some perhapshave been given these spells by these beings indreams or visions. And by these spells, a greatercosmic entity may be contacted for a short time.

When Contact Cosmic Entity is cast, youmay come into mental contact with one of thesegreater beings. Because they are alien and powerfulyou must make a WILL + Concentration roll verse 18to avoid mental shock. If you fail, contact is lost, andyou are basically unconscious for the rest of the day,and a troubled by nightmares and restlessness forweeks. If you overcome the shock, you may attemptto communicate with the being. It can answerquestions, but will rarely have information regardingyour world (it probably does not even know yourworld exists). Sometimes a cosmic entity can tell youthe rites for powerful spells (be warned, such a spellis sometimes so powerful it may obliterate the casterthe moment it is invoked). As to what otherinformation a cosmic entity can provide is up to theGM. Contact is usually cut short after a minute, asthe entity has better things to do that talk withinsignificant insects.

There are two ways to cast this spell. If youknow the name of a cosmic entity, you can cast thisspell to contact that entity. Otherwise, when this spellis cast, it will contact any cosmic entity at random.Some cosmic entities are extremely malicious,whereas some are so tranquil and peaceful they maynot respond at all (and you may also be overcomewith an euphoric feeling of ultimate peace andtranquility).

In some settings, gods may actually becosmic entities who guard or control your world. Ifthis is the case, the only way to contact a deity is withthis spell, not the Deity spells.

Call Cosmic EntityTime: 1 hourEnergy: 35 MPRequirements: MAGE 6Difficulty: 26It is not possible to summon a cosmic entity. Thereare, however, spells used specifically attract the

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attention (even demand the attention) of a cosmicentity. An entity which senses the invocation of thesespell may respond if it so choices. Many do respondeither out of curiosity or a wish to destroy the pestthat invoked the spell.

How and when a cosmic entity responds isup to the GM, and the exact nature of the entity inquestion. This spell can be cast to call down aspecific cosmic entity by name or to call any cosmicentity at random. Either way, even if the spell is asuccess, the entity that heard the call can simplyignore it. If it does respond, it will usually arrive in amatter of hours or days, depending on how far awayit was. It will come to the exact place where the spellwas cast (if the wizard has gone elsewhere, too bad).If there is nothing of interest to the entity, it willusually just leave.

It should be emphasized that calling a cosmicentity at random is very dangerous. Even if the entityis benevolent, it may be as big as a planet, or even astar. Some entities are, in fact, sentient stars.Calling such a being can be bad news for your world.

In some settings, gods may actually becosmic entities who guard or control your world. Ifthis is the case, the only way to call a deity is with thisspell, no the Deity spells.

Contact Extradimensional EntityTime: 1 hourEnergy: 30 MPRequirements: MAGE 7Difficulty: 26Beyond our universe of space and time, beyond theboundaries of our dimension lie vast and unchartedrealms of the probable and improbable. Spawned ofthe quantum nature of creation, from the crossing ajunction of time continuums lies infinite alternate andparallel universe, new dimensions, and higherrealities.

There are, of course, beings in thesedimensions that can be contacted. When ContactExtradimensional Entity is cast, you may come intomental contact with one of these beings. Powerfulextradimensional entities are extremely alien.Therefore, you must make a WILL + Concentrationroll verse 24 to avoid mental shock. If you fail,contact is lost, and you are basically unconscious forthe rest of the day, and a troubled by nightmares andrestlessness for weeks. If you overcome the shock,you may attempt to communicate with the being. Itcan answer questions, but will rarely have informationregarding your world. As to what other informationan extradimensional entity can provide is up to theGM. Contact is usually cut short after a minute, asthe entity has better things to do that talk withinsignificant insects.

It is also possible to contact a lesserextradimensional entity. Such beings are more akin

to people, monsters, or aliens. The dimension couldeven be to an alternate or parallel universe, in whichcase the being in question is human, but simple froman alternate world. You may even try to contact youralternate self!

There are several ways to cast this spell. Ifyou know the actually name of an entity, you can castthis spell to contact that entity. Otherwise, when thisspell is cast, it will contact any entity at random. Youmay also narrow your search, specifying the type ofdimension or parallel world, the sort of entity you areattempting to contact, and so forth.

Call Extradimensional EntityTime: 2 hoursEnergy: 40 MPRequirements: MAGE 7Difficulty: 26It is not possible to summon an extradimensionalentity. There are, however, spells used to open thethreshold between dimensions and invite such anentity to enter and visit your world. Many powerfulentities know what such gateways are and may onlyrespond if they so choose. Other lesser entities mayenter out of curiosity, only to find themselves in analternate dimension.

Many extradimensional entities are monsters,or at least appear monstrous to us. Some are veryevil or violent, though often they are indifferent. Ifthey arrived by accident, such a creature may beterrified and react accordingly. There is often a majorcommunications barrier as well, unless the beinghappens to be from a parallel world only slightlydifferent than your own.

One common usage of this type of spell isthe ability for a wise old mage to bring over a hero (ora potential hero) from an alternate world to help savehis world in a time of crisis. Apparently, these magesare quite senile and eccentric, and often call a youngboy of no apparent potential at all from aninsignificant world that is terribly lacking in magic.Why that world in particular is the prime choice ofextradimensional hero hunting wizards is beyondunderstanding, but it happens a lot, and this is justsomething we have to accept. But there is a story --once long ago, a mad wizard made up the "SummonValiant Hero" spell as a joke, a spell that wasdesigned to summon a whimpy kid from a certainnon-magical world called Dirt or something like that.Wizards have used this spell for ages since, underthe erroneous impression that it will summon a greatwarrior. This just goes to show, be very careful withspells that sound too good to be true.

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Contact DeityTime: 1 hourEnergy: 30 MPRequirements: MAGE 7Difficulty: 26In a gameworld where gods and goddess exit, thereare many ways to contact and communicate withthem. Deities, unlike other powerful entities, aredirectly concerned with the affairs of mortals. Manygain their power from worshippers, or use mortals intheir cosmic wars of Light against Dark. Somedeities are indeed distant and aloof, but it is far easierfor a mortal to get the attention of a god than onemight expect, especially if that person is giving praiseto the god in question. The one thing all gods have incommon is a big ego. Even good gods are arrogantand jealous, and will often go out of their way to helptheir devoted followers.

The exact nature of a deity will vary betweengameworlds. Some are alien or extradimensionalentities, and if this is the case, those contact andcalling spells should be used instead. Otherwise, thedeity is assumed to be an all-powerful (or close to it)being who helped forge the creation of the world (oropposes its creation) and is the pure embodiment ofsome ideal (War, Love, Light, Destruction, Wisdom).

Deities can often hear the prayers of theirfollowers without them having to use spells or magic.However, this ability is far removed from the god'strue consciousness, and his servants (or a lesseraspect of himself) generally deals with prayers. AContact Deity spell is required to actuallycommunicate with a god. Contact Deity spells mustbe centered toward a particular god by name, youcannot randomly contact a deity. Often, each deityhas is now independent Contact spell, so one mustbe learned for each god you wish to contact. Manygods simple give their priests the spell used tocontact them. If this is done, the minimum MAGElevel requirement can be exempt (if a god says youcan try to contact him anytime, then you can).

When you contact a deity, you should have aparticular question or request in mind. Depending onthe god, his reaction can vary from patiently listeningto you, to ignoring you, to killing you. If you are apriest or a devout follower of the god you arecontacting, it is very likely the god will listen to yourrequest. He may answer your question or grant yourrequest, depending on how big it is, how important itis, and what your real intentions are (and deitiesknow all your true intentions). If you have somethingto offer the god, he will probably be more likely tohelp you. It is not uncommon for the deity to requestsomething from you in return. Destroying anevildoer, spreading the word of him throughout theland, building a new shrine in his honor, finding astolen holy relic and returning it to his temple, and soforth.

Evil gods are much more troublesome tocontact. Most evil gods use their priests andfollowers for their evil purposes, and will rarely grantrequests unless it suits them. They might, if theywish to maintain the image that they are there to helpand protect their followers, but otherwise an evil godsimple does as he pleases.

Call DeityTime: 2 hoursEnergy: 40 MPRequirements: MAGE 8Difficulty: 28Of course, no one can summon a deity, but you canrequest for one to appear. This spell is more of aDeity Pager than anything else, telling the deity thatsomeone has requested his presence. It is usuallymuch easier to contact a god (as per Contact Deity)and ask him to appear. If you give him a goodreason, the deity is far more likely to appear.

With this spell, however, the deity is pulled(or 'nagged' as they call it) to manifest at the placewhere the caster has called him to. To many gods,this pull is quite aggravating (though they can ignoreit) and some will appear just to punish the personwho cast it.

This spell is most useful for priests.Sometimes a god will not only give a high priest thespell to contact him, but the spell to call him as well.It is, for some reason, easier for a god to manifest inthe mortal world if called their by a mortal (otherwiseit must take a great deal more effort or energy on thegods part, or perhaps going to earth without beingcalled requires a great deal of paperwork). Manyreligious rites are designed to call down a god for thepurpose of pleasing his people. Many dark godshave complex blood-rites that require humansacrifices and other such atrocities to call them down.

Resurrect DeityTime: 5 hoursEnergy: unknown (up to GM)Requirements: MAGE 10Difficulty: 30This is the most powerful spell in existance. How itcame into the hands of mortals is completelyunknown. It is possible several dark gods gave thisspell to their followers as a precaution -- if they wereever destroyed their followers could use this spell toresurrect them.

In the eternal struggle between Light andDark, many gods and goddess have perished. Buteven if a god is killed, rarely is it totally destroyed.Part of it remains, broken, shattered, scatteredacross the earth. With the proper magical rites andan unbelievable expulsion of magical energy, such agod may be resurrected.

Because so much energy is required, special

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magic items are often employed (whole adventuresmay center around finding these ancient relics of thegods). For resurrecting dark gods, it is notuncommon for the priests to employ massive humansacrifices, draining a way the dying life-energy oftheir victims to help power this earth shaking spell.

Gods of Light do not condone the usage ofthis spell. Even if a priest can resurrect a good god,he is specifically forbade to do so. The reason is thatevery god that has been resurrected, even if he wasa good and righteous god, awakens dark, evil, andriddled with maddening insanity. The death of thegod's immortal being, and the shattering of hisconsciousness is more the enough to drive himinsane.

Resurrected an evil god is far worse. Notonly was that god evil to start with, but it alsoawakens in a state of blind insanity. The few times adark god has been successfully resurrect, the resultshave always been catastrophic. Entire continentshave been vaporized; whole worlds have beenshattered.

Fortunately, there is always a brave band ofheroes fighting for the side of Light, ready to stop thedark resurrection before all is lost...

Wizardry SpellsThese are spells used to control and manipulate themagical forces themselves. Such spells are quitesimilar to enchantments, and are often confused withenchantments, but they are not. None of these spellscan be made permanent, except for Mana Burn andSiphon Mana, which are often enchanted on magicitems to help power them. Other spells, such asspells shields and counterspells are used to combatother spells.

Lesser Spell ShieldTime: 36 seconds (3 Rounds)Energy: 8 MPRequirements: MAGE 2Difficulty: 18Spell Shield allows you to cast a field of invisible,anti-magical energy. Any spell passing through thisfield has a reduced effect or no effect at all. Any spellbeing used within the shield's radius, passing throughthe shield, or directed toward anyone within theshield, has its effective MAGE reduced by 1. If thisreduction puts the caster below the required mage tocast the spell, the spell has no effect on those insidethe shield. The spell is still cast, and may effectthose outside the shield as normal, but those insideare treated as if the caster's MAGE were one less.This spell last for a time equal to the casters MAGEin Phases, and has an effective radius equal to thehalf the caster's MAGE, in meters (½ MAGE).

CounterspellTime: 3 seconds (1 Phase)Energy: ½ original spell's energyRequirements: Same as for original spellDifficulty: vs. caster's rollCounterspell is a spell used to specifically stop orinterfere with another spell as it is being cast or as itis working. The caster of Counterspell must know thetarget spell (that is, he must have a skill in it), andtherefore his effective MAGE for Counterspell mustbe at least equal to or greater than the spell'sminimum requirements. Counterspell can be castagainst any spell being created or any spell alreadyin action. When cast, you must make a task rollagainst the original roll made for the target spell.That is, if a wizard is casting Fireball, and rolls a 19,your target value to use Counterspell is 19. If yousucceed, the target spell is countered andterminated. This spell cannot be used to breakenchantments. This spell is very quick to cast, as ithas been honed and perfected over many years. Itcannot be bound to be cast later in the future (it can,but it is pointless), because you will have no way toknow what spell you will be countering until the timecomes.

Magic LockTime: 36 seconds (3 Rounds)Energy: 10 MPRequirements: MAGE 3Difficulty: 20Magic Lock can be cast on anything which wouldnormally be lockable -- a door, a treasure chest, abox, etc. The lock is magical, and cannot be picked.The door or box could still be physically smashed orbusted open by brute force. By casting this spell asecond time, the mage may unlock his magic lock.Any other mage may attempt to do so as well,however, the Difficulty Value for unlocking someoneelse's magic lock is equal to the caster's original roll.Dispel magic will also work to open a magic lock. Amagic lock will only remain active for a time equal tothe caster's MAGE, in days, after which the lockingenergy will disperse. This spell cannot bepermanently enchanted.

Greater Spell ShieldTime: 1 minute (5 Rounds)Energy: 16 MPRequirements: MAGE 4Difficulty: 24This spell is much like Lesser Spell Shield, only morepowerful. Any spell being used within the shield'sradius, passing through the shield, or directed towardanyone within the shield, has its effective MAGEreduced by 3. If this reduction puts the caster belowthe required mage to cast the spell, the spell has noeffect on those inside the shield. The spell is still

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cast, and may effect those outside the shield asnormal, but those inside are treated as if the caster'sMAGE were three less. This spell lasts for a timeequal to the casters MAGE in Phases.

Dispel MagicTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 5Difficulty: 25Dispel Magic is a powerful spell which negates allmagical energy within a give radius. For as long asthe spell lasts, no one can cast magic in or into thedispelled magic field. Enchanted items areunaffected, but their magical effects are temporarilynegated, until they are brought out of the area, andalchemical potions will work as normal. This spelllasts for a time equal to the casters MAGE in Phases,and has an effective radius equal to the caster'sMAGE, in meters.

PentagramTime: 1 minute (5 Rounds)Energy: 12 MPRequirements: MAGE 6Difficulty: 26A magical Pentagram has several highly importantproperties. Because of its geometrical design andenergy focusing properties, a pentagram can be usedto contain or ward against a demon (or demonicentity). And so they are commonly used bydemonolaters when summoning demons.

The first part of any Pentagram spell isdrawing the actual pentagram. This must be done onthe floor with chalk, paint, blood, or anything else thatcan leave a strongly visible mark. This pentagramhas no magical power until the Pentagram spell iscast upon it, charging its demonic warding powers.Once a pentagram has thus been fashioned, itbecomes an effective barrier against demons. Ademon cannot cross into (or out of) a magicalpentagram, nor can he attack anyone inside,physically or with magical powers.

Although sometimes a demonolater will placehimself inside the pentagram and summon thedemon outside, the usually protocol is to standoutside the pentagram and summon a demon into thepentagram. This keeps the demon safely contained.Because the demon cannot leave, the summoneroften uses this as a bargaining tool, promising torelease the demon once he has answered aquestion, or until they have cut a deal.

A demon can attempt to break through apentagram. This requires the demon to make a WILLroll against a DV of 32 (if the roll to create thepentagram was higher then 32, use that number). Ifthe demon succeeds, he has broken through the

pentagram and the summoner had better startrunning.

A failed attempt to cast a pentagram willusually go unnoticed, and the caster may believe thepentagram will work when it actually is not enchantedat all.

HexagramTime: 5 minutesEnergy: 15 MPRequirements: MAGE 6Difficulty: 26Sometimes confused with a pentagram, a hexagramis a six-pointed star (called a Magen Star) which callsupon positive magical energy. A magical Hexagramcan help focus and accumulate magical energy.

The first part of any Hexagram spell isdrawing the actual hexagram. This must be done onthe floor with chalk, paint or anything else that canleave a strongly visible mark. This hexagram has nomagical power until the Hexagram spell is cast uponit. Once a hexagram has thus been fashioned, itbecomes a focus of magical energy.

After it has been fashioned, a magicalHexagram will begin to accumulate magical energy,forming a Magic Pool, similar to the Magic Pool of allspell casters. A Hexagram can store MP up to fivetimes the MAGE of the caster who fashioned it. Thatis, if a wizard with a MAGE of 6 created a Hexagram,it could store up to 30 MP. The Hexagram will beginto charge and build its MP pool at a rate of 1 MPevery 5 minutes (or 12 MP per hour). MP cannot bedumped or transferred into a Hexagram, it must buildthe energy on its own. Once it has reached itsmaximum, it will stop. A Hexagram will only last for aday (24 hours) before it collapses and loses all theMP it generated. Once all this energy is used up, theHexagram is empty and will not recharge. It must berecast.

Any mage can step into the Hexagram anduse it's Magic Pool to augment his own. This is veryuseful for creating big spells or making magic items.It is not at all uncommon for a mage to draw (or tilein) a hexagram on the floor of his workplace. Thoughthe magical Hexagram dispels in 24 hours, theoutline remains, and all the mage has to do is castHexagram each day before he beings his work. Morepowerful mages can create more powerfulHexagrams, and blankets with such Hexagrams canoften be purchased (at a high price) from a Mage'sGuild (with just a 23 hour guarantee, of course). Ifyou attempt to make a hexagram within a hexagram,both will collapse and be destroyed. The reason forthis is unknown.

A Hexagram can be used to help recharagemanastones. Placed in a Hexagram, a manastonewill recharge a twice its normal rate. This issomething which should always be kept in mind.

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Burn ManaTime: 3 minutesEnergy: 10 MPRequirements: MAGE 7Difficulty: 28Casting this spell creates a magical reaction in theflow of mana around where the spell was cast. Themana of the surrounding area is burned up, creatingpoints of magical energy (MP) which any nearbymage can use to cast spells. On the down side,however, the effective MAGE of all spells drops by -2,as much of the magical energy has been destroyed(or burned) to create the MP energy. This means thespells will be less effective, and some spells may notwork at all. The area of effect is equal to the MPgenerated, in meters. Magic items are effected bythis, but not alchemy.

A mana burning area can generate aconstant supply of MP energy to anyone within thearea, equal to the caster's MAGE. This energy willbe available for one minute (unless it waspermanently cast using Enchantment), however, the-2 effective MAGE penalty will linger for another fiveminutes as the mana in the surrounding area is stilldamaged. It will then be a -1 MAGE for five moreminutes, after which the mana will return to normal. Ifthe spell is cast again within the same area beforethe mana has had time to regenerate the MAGEpenalties will continue to accumulate.

This spell can be permanently cast into anitem using enchantment to create a Mana Engine.These are discussed in the next chapter.

Siphon ManaTime: 5 minutesEnergy: 15 MPRequirements: MAGE 8Difficulty: 28Siphon Mana is often used to counterbalance the badeffects of Burn Mana. Siphon Mana basically createsa river, or stream, of mana that flows through a targetarea. By itself, this is completely useless. But if thetarget area has Burn Mana spell active within it (or isan item that is burning mana), the end effect is thatthere is no -2 MAGE penalty incurred (for everycasting of Burn Mana, you must have one casting ofSiphon Mana to cover the penalty). The flowdistributes enough fresh mana to the area so that anydamaged mana is quickly replenished.

On the bad side, the usage of Siphon Manais very apparent to anyone sensitive to magic(basically, anyone who has a MAGE of 1 or more).Mages can sense that mana is being pulled in acertain direction, and can follow it. The usage ofSiphon Mana is detectable up to a kilometer awayfrom the actually source! Such a flow is in no waydistracting or uncomfortable to a mage, no more thana gentle breeze is to normals, but anyone looking fora Siphoning Mana Engine would have no troublefinding one in use.

Siphon Mana normally lasts for one minutes.However, it can be permanently cast into an itemusing Enchantment. This spell is often added toMana Engines.

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Magic Items, Relics, and Alchemy

agic ItemsMagic items are objects imbued withmagical enchantments and powers. A

magical item may be an enchanted sword forged by amighty wizard or a Staff of Annihilation, created athousand years ago by the gods themselves.

Spell BindingThe most common magic items are not real

magic items at all. Rather, these are items with oneor more single use spells bound to them. To create aspell-bound magic item, the mage need only cast hisspell into the item, arranging his spell in such awaythat it will not activate until invoked by a certain magicword. In this way, a mage can prepare a vast arsenalof spells, casting them into his staff, a crystal, or evenhimself, to be used at some later time.

Please see the beginning of this document,under Spell Casting, for more information on spellbinding.

Making A Magic ItemA true magic item is permanent, with

unlimited ability to use its magic. Making a magicitem of such power is by no means trivial. A specialclass of spells, Enchantments, are used to makemagic items.

The first time of magic items are simple itemswith minor enchantments -- An arrow with Accuracy,a sword with Damage Increase, and so forth. Thereare many specific enchantment spells to enhancevarious items, Strengthen, Lighten, Armor, Luster,and so forth. All of these enchantments arepermanent and have a continuous effect.

However, there is also another spell, calledsimply Enchantment, which is used to permanentlyenchant any spell into an item. A sword with Fireballenchanted upon it is a magical sword that can throwfireballs. A sword with Phantom Sword enchantedupon it would be even more impressive!

If casting an enchantment such as Accuracy,Lighten, Armor, and so forth, you need only cast thespell on the item, as prescribed. To enchant an itemwith any other spells, the caster must know both theEnchantment spell and the spell he is going toenchant, or at least have access to the written spellsif he is going to cast from the book (see BookCasting, in the first section). He must also have anappropriate item to enchant.

To enchant an item, you must make asuccessful skill roll in both the spell itself andEnchantment. MP Energy requirement is 50 times

the listed energy requirement for the spell, and timeis 1 hour plus 20 times the time of the spell. If you failat either skill roll, the enchantment fails completely.

Enchantments that take more energy thanyou might have at any given time can be cast instages. That is, if the enchantment requires 500 MP,and a time of two hours, you must work on the itemfor two hours, spending however much MP you can(say, 30). You come back after having rested, andwork on it for another two hours, spending 30 moreMP. After two days of such work, the enchantmentshould be finished. If the spell requires too muchtime (perhaps 30 hours, as may be the case for verypowerful enchantments), the mage can divide thisinto short shifts, working, for example, 6 hours a day(or 5 or 8, or however you wish to divide it).

A spell requiring 600 MP and 30 hours canbe divided into 6 casting phases (design andengineering stages?) requiring 5 hours and 100 MP aday. It would takes 6 days to complete theenchantment, assuming the mage has 100 MPavailable. If he only has 20 MP available, it wouldtake him 30 days (100/20 = 5, 5 x 6 days = 30 days)to cast the enchantment.

Enchanted magic items are not self-powered.The user must supply the necessary MP energyrequired by the spell (the listed MP of the spell itself),so many enchanted items can only be used bymages. However, there are ways to add self-powering abilities.

You cannot use Enchantment on a livingbeing -- only inanimate objects. The exception to thisis, of course, Curse and Blessing spells.

Using A Magic ItemUsing a magic item is fairly straight foreword.

If the item is always active, such as a sword withAccuracy, then the user need do nothing. The item isalways on, and thus, its enchantment is a permanentfeature.

Other magic items, such as the fireballthrowing sword (or Sword of Prometheus, as wellshall call it) described earlier, require the user tospeak a word or two of invocation. This is simply away to command the magical powers to activate, andbend to your mental will. A Task Resolution may alsobe called for, but not always. For instance, using theSword of Prometheus to throw a fireball requires theuser to make a Task Roll to hit. The logical skill ofchoice is his Melee Weapons skill, which he normallyuses to wield the sword, even though it is technicallya ranged attack. Other magic items may require task

M

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rolls as well. If in doubt, the GM has the final say. Inmost cases, the skill and characteristic to use shouldbe obvious. If not, ask yourself if a Task Roll evenneeds to be made. In most cases, the item simpleworks, though other people may have to make TaskRolls to avoid the effects.

Invoking the power of a magic item onlytakes one Action. The effects are immediate, butmay last for a certain length of time. The effects mayalso vary, depending on who made a magic item.For instance, a Ring of Protection made by a wizardwith a level 8 MAGE will remain active far longer thanone cast by a wizard with a MAGE of 6.

Many 'for-sale' magic items have instructionson how to use them. The words of invocation areusually written somewhere on the item itself.However, some magic items have no suchinstructions. This insures that if the item ever fell intothe wrong hands the thief could not use it. It may bepossible for a group of adventurers to find the wordsto use the item, or hack it out by trail and error.

Note that the invocation method does nothave to be an activation word. It could be a gesture,or even a condition. For instance, a box with anExplosive Fireball spell enchanted on it may activatewhen the box is opened, unless a certain word isspoken, thus making it a deadly trap! A magecreating a magic item can be very creative informulating activation methods.

Powering A Magic ItemSpell bound one-shot magic items are self-

powered, as it simple contains a casting of a spell,whose actually invocation has only been delayed.

However, permanently enchanted magicitems require magical energy from somewhere.Though it takes an enormous amount of energy tocreate an item, this does not mean it is self-powered.When a magic item is used, the user must spend MPenergy. For instance, to use a magic staff that castsfireballs, the user must spend 5 MP every time heuses it. A non-mage, therefore, could not use thestaff at all. By itself, this is a good way of keeppowerful magic items out of the hands of commoners.On the other hand, it forces the user to spend MP,and any of his non-mage friends cannot use the item.

Fear not, there are many ways to make amagic item self-powered. The most common way isto enchant the item with both Burn Mana and SiphonMana spells, at a level high enough to cover the MPrequirements of the spell.

For instance, with a magic staff that castsfireballs, a mage may enchant the staff with BurnMana and Siphon Mana. Because the minimumMAGE requirement for Burn Mana is 7 and forSiphon Mana it is 8, this enchantment canpermanently generate 8 MP if cast by a mage with alevel 8 in MAGE. This is 3 more than is necessary to

power the spell. You may cast Burn Mana in such away that it only creates as much energy as needed.

Without casting Siphon Mana for eachcasting of Burn Mana, the Burn Mana enchantmentwill give a -2 MAGE penalty to all spells cast within aradius equal to the MP generated, in meters,including magic items (alchemy is unaffected).

If you need to power an item with lots of MPenergy, for instance, 20 MP, you must enchant BurnMana multiple times. If you have a MAGE of 7, mustenchant Burn Mana 3 times, which will permanentlygenerate 21 MP. However, this also creates a -6effective MAGE penalty for a 21 meter radius. Tocounter this, you must enchant Siphon Mana threetimes as well. If you only enchant Siphon Manatwice, there is a -2 MAGE penalty for 21 meters.

Remember, however, using Siphon Manacreates a massive disturbance in the flow of mana,and can be detected by any mage within onekilometer when the item is used. Any item usingSiphon must be powerful, thus any greedy or evilmage that detects such will come looking for it.

Because of these reasons, and that only verypowerful mages can perform these spells, the mostcommon way to power magic items is withmanastones.

If the aforementioned fire staff (using 5 MP)were to be self-powered, a 5-miat manastone (orgreater) is required. Manastones recharge slowly, sohaving a 20-miat manastone allows you to cast fourfireballs before the energy runs dry. After an hourand 20 minutes of recharging, the manastone will beat full power (after 20 minutes it will be able to castjust one more fireball).

ManastonesAlso called Mage Gems, Power Crystals,

Power Stones, and any number of more fantasticalnames (mithium, kyrstones, or whatever). Basically,these are crystals or stones that can collect, store,and give out magical energy.

Manastones are found in nature -- simply aproduct of the magical order of the universe. Theyare rare, highly prized, and expensive. A quest forlegendary manastones of great power (or any kind ofmanastone, for that matter), can start off an entirecampaign. Though manastones occur in nature, it isunlikely a party will happen to stumble across one bychance. They must look for one, following rumors,hints, and sometimes even a trail of mysteriousmurders... Indeed, many mages would kill for amanastone.

A manastone's power is rated in miats (anarbitrary unit, if the GM wishes to call the unitsomething else he may). One miat can give off 1 MPto anyone touching the stone. Power ranges from 1miat to hundreds of miats. The majority ofmanastones (90%) do not exceed 10 miats, with a 4

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to 5 miat average.Manastones of more power than 10 cost

much more, because they are very rare. Thus, it isoften better to have several lower power manastonesthan one great big expensive one. However, bigmanastones tend to recharge faster.

To use a manastone is quite simple. Whencasting a spell, simple touch the stone and youinstantly have access to the magical energy itcontains. Thus, a 5-miat stone can give you 5 extraMP energy to use when casting spells. Once youhave spent this, the stone is empty, and must be leftto recharge itself. Many mages wear theirmanastones as jewels. Rings, necklaces, circlets,and armbands are all quite popular (and look great!).

A manastone that is part of a magic item cangive its power to the item to help power it. This worksjust as you might imagine it. Instead of requiringenergy from the user, the item will first use upwhatever energy the manastone can provide. Afterthe manastone runs dry, it must be given time torecharge. While the stone is recharging, the item isuseless, unless the user can supply MP energy fromhimself or some other source.

Below is a chart of mana stones, their level ofmiat, recharge time per MP point, and their relativecost factor.

Level(Miats)

RechargeTime

CostFactor

1 15 hrs / miat 12 6 hrs / miat 33 3.5 hrs / miat 44 2.1 hrs / miat 65 1.5 hrs / miat 86 1.2 hrs / miat 107 1 hr / miat 128 44 min. / miat 159 34 min. / miat 20

10 28 min. / miat 3011 22 min. / miat 5012 18 min. / miat 8013 14 min. / miat 10014 12 min. / miat 15015 10 min. / miat 20016 8 min. / miat 30017 7 min / miat 50018 6 min. / miat 70019 5 min. / miat 100020 4 min. / miat 1500

Beyond 20-miat, manastones are too rare tojustify listing on the chart. The GM may make uptheir recharge time and cost if he wants to.

The cost of a manastone must be set by theGM for his gameworld. For instance, if he declaresthat a 1-miat manastone costs 1 gold piece, then a 7-miat manastone would cost 12 gold. However, if theGM declares that a 1-miat manastone costs 3 gold,

then a 7-miat manastone costs 36 gold! In someworlds, manastones might be the currancy standard!

Mana EnginesMagines, or Mana Engines, generate magical

energy for use. Magines are technomagicalmachines which can create mana energy (MPenergy) to power magic items, spells, or an entirecastle... even a starship.

Because of their nature, magines should onlybe created by the GM as he sees fit. Any PC mage,no matter how power, should not be able to build onehimself. In many gameworlds, magines may noteven exist. If one was to be built, it would probablybe the centerpiece of the entire campaign. In someworlds, magines will be rare, but not unheard of. Inthese worlds, magines may be found in great castles,temples, or centers devoted to the study of magic.There are some gameworlds where magines arecommon place. Such a world would be more akind toscience-fantasy, however, as all machines, devices,ships, and even starships, would be powered bymagical energy and heavily enchanted. In a worldwhere civilization has collapsed and rebuilt time andtime again, it may be possible to discover a magineas an ancient relic.

Magines output MP energy and make itavailable through magical conduction (wires), bydirect connection to the item which uses its power, orby broadcasting it over an area where anyone oranything can use the power. These should beconcidered when the GM designs the magine.

There are several different types of magines,and certainly many more which the GM can make upon his own. A few are listed below.Siphon Magine: This type of magine basically worksby using the same principles for Burn Mana andSiphon Mana. This is usually the simplist magineavialible. Its use is detectible at 1 km (or more).Elemental Magine: An elemental magine takes anelemement of nature (fire, water, air, earth), andconverts it to MP energy. The element must be pure.Concivably, there are elemental magines for eachelement (i.e. Water Elemental Magine). Rember, theelement must be pure, so it has to be processed byalchemy of some sort.Kinetic Magine: Creates MP energy from kineticmotion. This can be man-powered, or more likely,powered by windmill or waterwheel.Burner Magine: This is a more advanced type ofelemetnal burner. Basically, it can burn a commonfuel source (wood, coal, etc.) to create MP energy.Converter Magine: This takes conventional energyand coverts it to MP energy. This is useful in a worldwhere normal energy sources are possible.Soul Burner: The necromancer's perfered magine.Placing a living person inside, the soul burner maginecan create a large amount of MP energy.

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elicsRelics are ancient magical artifacts, orlegendary magic items. Some of these will be

known by all characters, after all, they are part ofmyth and legend. Relics are just magic items, abetpowerful ones, and they are used just the same.Most are self-powered with Mana Burn and SiphonEnergy, by many are also powered by manastones,or not powered at all. The activation words to use therelic may or may not be on the item itself.

The skill Relicology gives you specializedknowledge in relics for your world. For instance,finding a magic item, you may make a Task Roll inRelicology to identify it. The GM should assign anappropriate Difficulty Value. If you succeed, youknow what the relic is, and possibly some legendabout it. Making a very good success may indicateyou also know how to use the item, but this is only atthe GM's discretion.

The GM should feel free to create his ownrelics for his gameworld, or adapt the ones below.The Sword of Prometheus will not exist in everyfantasy setting, but there may be a legendary swordof similar properties (called the Sword of Baldwin, forinstance). This should at least give a GM an idea ofhow to create and treat special magic items.

Boots of HermesAlso called Boots of Speed. The Boots of Hermesare sleek, form fitting boots with delicate lookingwinglets on the heal. The boots are gold colored,fairly light, and very comfortable. Anyone who wearsthe boots can run at double his max movement rateand does not fatigue. However, the Boots only workin daylight. They will not be able to use their powerat night, or when the sky is dark gray. Lightlyovercast, your speed is only increased by +50%.There is a word need to invoke the power of theBoots, but it is not written anywhere on the boots. ARelicology roll against 30 (and possibly someresearch) is required to learn the word to use theBoots. The Boots are totally self-powered.

Cloak of InvisibilityLooks like an ordinary dull gray cloak. When worn, itacts as an ordinary dull gray cloak until the specialword of invocation is spoken. At that instant, theCloak, the wearer, and anything he is carryinginstantly turns invisible. The Cloak will remaininvisible for 3D6 x 10 minutes (rolled in secret by theGM). It is unknown why the Cloak remains invisiblefor a random amount of time. After the cloak's powerexpires, it cannot be used again for 24 hours. Theword to invoke the Cloak's power is easilyoverlooked, and many assume the word is not on theCloak at all. It is, in fact, written on a small cloth tabon the inside of the right armpit. The word seems toread "Taiwan".

Crystal of Great MotionA small quartz-like crystal fixed to an unremarkablestring necklace. The Cyrstal must be on your person(worn, pocketed, or in your hand) to be used. It isused by speaking the word of invocation (carved intothe crystal as "GO!") and picturing, in your mind,where you wish to go. This must be a clear andaccurate picture, and though you need not have beenthere before, you must at least know where it isrespective to your current location. Instantly, you,everything on you, and anyone touching you, isteleported to that location. However, if you do notpicture a location, you will be randomly teleported toa distant, though physically save location (that is, youwill not be teleported into space, or into a volcano,but you might be teleported into a dragon's layer).There is a small chance you will be teleportedrandomly anyway... You must supply the 20 MPneeded to power the Crystal.

Grail of EternityThe Grail of Eternity is a beautiful chalice of gold,inlaid with rich jewels and ornaments. It is quitelarge, and can hold about a quart of water. Drinkingonce from the Grail of Eternity will suspend aging fora day. So, taking one drink from the Grail of Eternityevery day for a year will suspend aging for that year.The Grail of Eternity has a bad habit of disappearing,as it seems many cults are actively searching for it.No activation word is nessessary.

Grail of DeathThe Grail of Death looks exactly like the Grail ofHealing (below), and was obviously designed as atrap. Instead of healing, however, the Grail of Deathinstantly kills whoever drinks from it, and destroys hissoul, eliminating any hope of resurrection or passingon to the afterlife. Various cults have swapped theGrail of Healing for the Grail of Death when stealingthe former from its current owner. A nasty trickindeed. So you have been warned...

Grail of HealingThe Grail of Healing is a finely crafted ornamentalcup of gold and silver, incrusted with rich jewels. It istaller and thinner than the Grail of Eternity, and onlyholds three hundred millileters of water. Anyone whodrinks fully of the cup is healed and revitalized. TheGrail of Healing gives back 20 Endurance, and heals6D6 Stun damage and 3D6 Killing damage.However, like all grails, many cults are activelysearching for this grail. Some cults have evenswapped the Grail of Healing with the Grail of Death(above), as both cups look alike. This fact shouldnever be forgotten.

R

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Grail of the RessurrectionEasily overlooked, the Grail of the Resurrection is asmall, scuffed-up wooden chalice, able to hold 150milliliters of liquid. When water, or any other drink, isdrunk from this grail, nothing out of the ordinaryhappens, and so many simply disregard this cup (it iscompletely unremarkable). However, if completelyfilled with fresh human blood (from a willing orunwilling subject), the Grail takes on magicalqualities. Anyone who drinks fully of the blood withinthe Grail is instantly healed of all injury, illness, anddisease. Furthermore, if the blood is poured into themouth of a dead body, the subject is resurrected, asper Resurrection spell (strangely, this resurrectionprocess seems to take three days). It should benoted that anyone donating 150 milliliters of blood willprobably die, so having multiple donors is always agood idea. Either way, donating lots of blood is veryexhaustive. The Grail of the Resurrection isextremely hard to find because it is so obscure andunremarkable.

Hell's MirrorHell's Mirror is a tall, full-length mirror. Its border ismade of black painted human bone with a demonicgoat skull mounted on the top of the mirror. Thisterrible relic was created by demons (or possible adark god) and is capable of opening a porthole to Hellitself. When used, this has the effect of summoning arandom demon through the mirror. Using the mirroris frightfully easy -- You need only touch the surfaceof the glass with your hand and speak the darkincantation engraved across the top of the mirror.Stand back and watch as the mirror turns into ashimmering red gateway. The demon which comesthrough the mirror will not be hostile (unless youmake him mad, which is very easy to do). However,any deal struck with him will never be in your favor.

Hell's Wishing StoneOften called simply the Wishing Stone, because noone would be fool enough to use a relic called Hell'sWishing Stone. The Wishing Stone is anotherdemonic item of great power and terribleconsequences. Many users are completely unawareof the Wishing Stone's dark qualities until it is far toolate. Anyone touching the Wishing Stone can makeone wish, stating his wish aloud. The wish will cometo pass as the user requested, but any contingencyrelated to the wish not mentioned may also come topass, and will often be quite dire! For instance,wishing for eternal life may grant you eternal life as acockroach. Wishing for your enemy to die may throwyou into a parallel universe where your enemy isdead, but so is all other life on the Earth. The morecontingencies you specify the better, but there isalways something you forget. And by the way, yoursoul is hellbound, too.

Magical Healing MachineIt is unknown where the Magical Healing Machinecame from or who even made it. It is some sort ofmagical machine that can transfer life-energy fromone person to another. The device is small, and caneasily fit into a backpack. There are two cables witharmbands at the end -- one labeled "Patient" theother, "Donor". Obviously, the wounded (or dead)subject is tied into one end and a donor is tied intothe other. When activated, the machine will beingtransferring energy from the donor to the patient. Itwill transfer 1 Hit (Stun and/or Killing) per Phase.That is, every Phase the patient will be healed 1 hitwhile the donor takes 1 hit of damage. The deadmay also be resurrected with this machine. It takesten minutes for the resurrection process to complete,but, although the patient is healed and resurrected,the donor dies a slow painful death.

Ring of InvisibilityOne of the more common types of relics are magicrings. Among them, the Ring of Invisibility, is quitepopular and common (relatively speaking, it is stillvery rare). While it is off, the Ring of Invisibility lookslike any ordinary golden ring. When the activationword is spoken (it is usually inscribed on the inside ofthe ring), the ring will activate and the wearer andanything he his carrying, will instantly turn invisible(as per Invisibility spell). The small gems on the ringare actually manastones. These manastones supplyenough MP energy to keep the wearer invisible for 1minute. If the wearer wishes to sustain the invisibilitybeyond this time, however, he must supply MPenergy from another source (himself, anothermanastone, etc), at rate of 1 MP per +1 Phase ofinvisibility. The Ring will be recharged and ready touse again after about an hour.

Ring of (Im)ProbabilityWearing this ring seems to bestow no apparentmagical benefit or powers. Thus, it is often discardedunder the assumption it was not magical at all (DetectMagic will, of course, show that it is magical). A keenobserver will notice, however, that when worn thingsjust seem to happen better than normal, and in thefavor of the wearer (often, this ring may be called aLucky Ring). In game terms, the player of acharacter wearing this ring gets to roll 4D6 (not 3D6)when making a Task Roll, and can discard the lowestof the four dice! Remember, this ring does notappear to have any real effect, so players must treatthe ring accordingly. Unknown to the wearer,however, he is much more susceptible to anyimprobability, and thus becomes an unwilling magnetto strange and bizarre things.

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Ring of ProtectionAnother common ring is the famous Ring ofProtection. The Ring of Protecion can, for a time,protect the wearer from harm. The user must wearthe ring, and say the activation word to activate itspower. When he does, he will be protected by anadditional 5 KD of invisable armor. If the 5 KD ispenetrated (by even 1 point), the Ring's power shutsoff and cannot be activated again for one hour.

Ring of QuicknessThis ring, when worn, accellerates the wearer'sreaction speed and ability to perform tasks. Whenthe activation word is spoken, the ring will boost thewearer's Speed by +2. It will remain active for 1minute (5 rounds, or 20 Phases). It cannot be usedagain for an hour.

Shears of DestinyRumored to be the same shears used by the Fatesthemselves, the Shears of Destiny is a relic ofstartling magical power. The shears can be used asordinary shears, but should be used very carefully.When clipped just above the head of any mortal, hisdestiny will be cut short and his fate sealed. Within24 hours, that person will be dead by a seeminglynatural or accidentally cause. Thus, there will be noevidence of murder. The Shears must be scissorsjust above the subject's head. Used any other waythey will not have this effect (you must cut the life-lineof their destiny). There is no way to prevent thesubject's imminent doom, unless by the course of anadventure some way is found to restore his destiny(within 24 hours, of course).

Staff of AnnihilationThe Staff of Annihilation is a long gnarly staff (aren’tall mage's staffs gnarled?), carved with ancient runesand inlayed with six 5-miat manastones. The staff ispermanently enchanted with a level ten Disintegrationspell. When the activation word is spoken, and thestaff pointed at a target, the spell will activate andcompletely drain all six manastones. By default,anything within a 4 meter radius of your target isinstantly disintegrated, as per Disintegration spell.However, you may specify the desired radius of effectbetween 1 and 4 when you speak the activationword. Once used, the Staff's manastones mustrecharge for 7.5 hours before it can be used again.

Staff of ArmageddonAnother one of Hell's little toys of chaos anddestruction is the Staff of Armageddon. Legends andlore advertise is power as being able to "Destroy allenemies" with nothing more said. This is true, butlike all dark weapons, not the whole truth. Whenused, the Staff of Armageddon will throw out a great

number of extremely powerful spells. First, it willbring down a Inferno firestorm (as per Inferno spell)with a ten meter radius around your target (be sureyou are out of this radius). Next, Earthquake is castat level 8 (Richter scale 8 Earthquake, radius of 4kms), followed by the creation of a Volcano. Besidesother minor effects, such as the creation of massivethunderstorms, hurricanes, and tornadoes, a directgateway to Hell itself is opened up, unleashing hell'slegions and armies of darkness (1d6 x 1000Phantoms are summoned, commanded by 1d6 x 50demons). All dead within 5 kilometers instantlybecome zombies allied to hell's legions (not to you).As a matter of fact, none of these forces are allied toyou... Indeed, your enemie will probably die. Butthen, so will you.

Sword of PrometheusThe Sword of Prometheus is a finely crafted bastardsword of mirror-quality steel. It has severalenchantments, not the least of which is ExplodingFireball. The Sword of Prometheus has Accuracy +2,Damage Increase +2DC, and Penetration. It alsohas Exploding Fireball and Magical Fire permanentlyenchanted upon it, with five 6-miat manastones builtinto the hilt to power these spells (giving it a total of30 MP), you may add your own MP energy to powerit further. Each casting of Exploding Fireball uses 10MP. Each casting of Magical Fire uses 4 MP. UsingExploding Fireball allows you to swing the Sword at adistant foe and blast him with an exploding fireball(6DC damage, 3 meter radius). Using Magical Firewill cause the blade to be surrounding in a blazingmagical fire for 10 Phases (30 seconds). When theburning blade strikes a foe, he takes an additional 2DC damage and is now on fire!

Used as a normal sword (with the damageand accuracy enchantments included), the stats ofthe Sword of Prometheus are as follows: 6 DCArmor Piercing, WA +3, Min.STR 5, 2-handed.

Sword WarbringerThe legendary Sword Warbringer is a powerful magicsword. The weapon itself is a very large, thoughbeautiful, Celtic claymore. It is heavily enchanted,with Accuracy +3, Damage Increase +4DC, andPenetration. Furthermore, Warbringer is alsoenchanted with Phantom Sword. This allows it tomake a ranged attack (though only 2 DC, armorpiercing), with all the advantages granted byPhantom Sword. The activation word for thePhantom Sword is to slash at your distant foe andscream "Rhaaaagh!" extremely loud. PhantomSword remains active for ten Phases, and you maycontinue to strike at range, doing 2 DC, armorpiercing. At close range, Warbringer itself is muchmore devastating, able to crush most men in oneblow. The Phantom Sword can only be used once

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every hour.Used as a normal sword (with the damage

and accuracy enchantments included), the stats ofWarbringer are as follows: 10 DC Armor Piercing,WA +3, Min.STR 6, 2-handed.

Sword of AgramonA powerful and deadly demonic sword of devastatingpower. Not only is it enchanted with all the usuallysword enchantment spells (Accuracy +2, DamageIncrease +2DC, and Penetration), but thisbroadsword also has Withering Touch, Death Bolt,and Burn Soul enchanted upon it. These spells areonly activated when you strike a foe (and Death Boltis point-blank, it cannot be used at range). Inaddition to damage taken for the sword blow, thetarget also takes 3DC damage from Withering touchand 6DC form Death Bolt. If a limb is struck, itwithers as per Withering Touch. However, theenergy used to power the sword comes from theuser's own soul! Soul Burn also activates, but burnsup 6D6 of the wielder's Humanity (or Essence,whatever the case is). His Humanity will slowly comeback, as described for the Soul Burn spell, but afterthree or for strikes with this weapon, the user isreduced to an insane, inhuman, soldier of darkness.Using it too frequently may permanently destroy theuser's soul. Soulless creatures can only use thisweapon as a normal magic sword.

Used as a normal sword (with the damageand accuracy enchantments included), the stats ofthe Sword of Agramon are as follows: 6 DC ArmorPiercing, WA +2, Min.STR 4, 1-handed.

Thor's HammerThor's Hammer is a massive war hammer ofenormously devastating potential. Thor's Hammer isenchanted with +2 Accuracy ad +5DC DamageIncrease. Not only does it have enough power toknock down a castle wall in one blow, it also hasLightning Bolt, Earthquake, and Flight. To activateLightning Bolt, the wielder need only swing theHammer in the direction of the target and scream"DESTROY!" Immediately, Lightning Bolt is castdoing 10 DC damage. Lightning Bolt can only beused once per hour. To activate Earthquake, wielderneed only slam the Hammer on the ground andscream "SMASH!" Immediately, Earthquake is cast,creating a Richter scale 6 earthquake for a 3 kmradius. Earthquake can only be used once every fourhours. To activate flight, the wielder must thrust thehammer upward, hold tight, and scream "FLY!" at thetop of his lungs. Immediately, he will take flight asper Flight spell at 32 Move. This will last tenminuets, and can only be used once per day.

Used as a normal war hammer (with thedamage and accuracy enchantments included), thestats of Thor's Hammer are as follows: 10 DC, WA+2, Min.STR 8, 2-handed.

lchemyAlchemy, or alchymie as it is sometimesspelled, is basically the science of magic.

Alchemists seek to unlock the secrets of theuniverse. By testing, experimentation, formulation,and trial-and-error, the secrets of the magicaluniverse are slowly being brought to light.

In a realistic setting, alchemy is a precursorto chemistry. Many alchemical reactions are actuallychemical reactions, with nothing magical about themwhatsoever. However, it is the fantastical aspect ofalchemy that concerns us.

In most fantasy settings, alchemy is magical.Alchemy itself has nothing to do with a person's ownmagical ability, so even those little or no MAGE cancreate and use elixirs. The process of alchemydraws out the magical essence inherent in all thingsby mixing and transmuting their base elements(water, fire, earth, air, and sometimes aether). Indoing so, the elixir itself takes on magical propertieswithout the need for the creator to cast as spell orenchantment.

Making ElixirsAn elixir is made based on an alchemical

recipe or formula. There are many formula, andvolumes of alchemical text on how to create suchelixirs.

To be an alchemist you must have the skillAlchemy. There is no MAGE requirement. Eachformula has a certain Difficulty Value, Materials Cost,Time Requirement, and commercial Selling Cost. Tomake the elixir, the Alchemist must buy (or acquire)the materials (exact materials are up to the GM),spend the allotted time, and make an Alchemy TaskRoll against the DV of the elixir.

Once an alchemist has found a formula in atext (and you must have a text with the formula,unless you are inventing an elixir) he can create theElixir. The time listed is the total tending time tomake the elixir. Thus, if the time required is 20hours, he must spend a total of 20 hours. Working 8hours a day on the elixir, he would be finished in twoand a half working days. Working ten hours a day hewould be done in two days. At the end of this time,he makes his Task Roll. If he fails, all the time andmaterials were wasted and he must start completelyover again.

Some alchemist have several elixirs brewingat once, attempting to tend and monitor them all atthe same time (this is also true for double or triplebatches of the same elixir). If this is done, the DV ofeach elixir is increased by +1 for each extra elixirbrewing. This +1 modifier can be countermanded ifthere is an extra alchemist helping (one alchemistextra per extra elixir).

Elixirs can come in several forms. The most

A

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popular form is potions. However, elixirs can also bemade into pills, powder, unguents, or pastes, alldepending on the formula and the needs of thealchemist. When an alchemist finds a formula, itmust be specified (in the text or by the GM) whatfrom the elixir is in (potion, pill, powder, etc). If thealchemist wishes to make the elixir in some otherform, this increases the DV +2.

Alchemical FormulaTo simplify matters greatly, no formulas will

be listed. Instead, simply use the main magic spelllist, and modify it for alchemy, instead of spellcasting.

Alchemy can replicate most spells, however,there are some cases where this does not makesince. You may have a potion that has the sameeffect as Lesser Healing, but there are no potions tocast fireballs. As a rule of thumb, elixirs only work onthe person using the elixirs. Thus, elixirs that effectothers people cannot exist. There are no Combatelixirs (except shielding elixirs), no Summoningelixirs, and so forth. The GM should be the judge ofwhat can logically be made into an elixir.

It is true, making an enchantment is perhapsbetter, but remember, this is an alternate system foralchemist who may not have any magical powers.

Name of the ElixirWhat the elixir is called is usually listed in the

text (or set by the GM). Many have simple, genericnames, such as Potion of Healing, Elixir of Youth, orPaste of Regeneration. Others may be named fortheir creator -- Alartus's Powder of Flight.

Difficulty ValueTwo things effect the Difficulty Value -- the

Difficulty of the spell and the level of MAGE it ismeant to replicate. The spell's Difficulty is listed inthe description (if it is vs. another target, this spellprobably can't be replicated by alchemy). All spellsrequire a minimum MAGE, but higher levels can oftengive greater effects. Therefore, the formula will beset to replicate a certain level of MAGE (minimum isthe minimum required), and this cannot exceed 10.

To calculate the total DV of the formula, addthe listed DV of the spell + the MAGE used. Forinstance, a potion which replicates the effects ofLesser Healing would have a DV of 21 (18 + 3MAGE). However, an elixir drunk to allow flight mightbe formulated at MAGE 8 (minimum is 6). A MAGE 8flight elixir would have a DV of 32 (24 + 8).

Time RequirementThe time required to make a potion is x500

the listed time for the spell! This is not asunreasonable as it may sound. To make a LesserHealing potion would take five hour (quite easy,

really). Creating an Elixir of Flight would take oversixteen hours (about two days of work). However,making the long sought after Elixir of Resurrectionwould take 166 days of solid work, or 500 days on an8 hour shift! If the GM feels this is too steep for hisgame world (or not steep enough) he can of coursechange it.

You may also gain a skill bonus for takingextra time to make the elixir. See the beginning ofthis document under "Taking Extra Time". This maytake a very long time, but it does help insure eventualsuccess.

Material CostThe cost of materials will vary widely. As a

rule of thumb, it should be related to the DV. As eachgameworld will have its own currency (dollars, dinar,crowns, gold, etc.), this must be set by the GM.

Selling CostThis cost is actually set by the creator.

Having made a healing potion, the alchemist can sellit at any price he chooses. However, unless thealchemist has a monopoly on the potion, his priceshould match that of other alchemist. Typical markup is 30%, but can be as low as 10%, or even 5%.Some worlds have an Alchemists' Guild which setsthe price of all potions, which is beneficial to allalchemist (they basically have a corporate monopoly)but very bad for the people. In a world with multipleAlchemists' Guilds or alchemy mercantile competingfor customers, things can get ugly fast. Especiallywhen megamercantile start pulling the king's strings.

Sample ElixirsTo demonstrate the format for creating an

elixir formula, two elixirs are listed below. TheHealing Potion and the Unguent of Flight.

Healing PotionDifficulty: 21Time: 5 hoursMaterials: set by GM, based off DVForm: Potion, which the subject drinks.Effect: When drunk, this potion has the same as perLesser Healing spell.

Unguent of FlightDifficulty: 32Time: 16 hours 40 minutesMaterials: set by GM, based off DVForm: Unguent, which is lathered on to your body.Effect: When lathered over your body, you gain theeffects of Flight spell as if it were cast at MAGE 8.Your Flight Move is 64 and it will last for 8 minutes.

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Master Spell ListOrdered by MAGE Level

Combat CreationDestruction

Elemental

Air Earth Fire Water ElementalLevel 1 Stun Clean Clean Air Earth Sense Ignite Find Water

Soil PredictWeather Clean Water

Mend

Level 2 MagicShield Weaken Call Wind Shape Earth Douse Fire EvaporateWater

Fireball Cool Magical Fire

Fireball

Level 3 Fireblast Malfunction Air Jet Shape Stone Fireblast Taint Water Call Elemental

Magic Barrier Shatter Shape Air Earth to Stone Control Elemental

Stone to Earth

See through Earth

Level 4 Exploding Fireball Restore Control Clouds See through Stone FireResistance

Create Water Dispel Elemental

Magic Deflector Corrode Breathe Water

Energy Blast Create Fog

Level 5 Lightning Repair Create Rain Flesh to Stone Thermotics Shape Water Basic Elemental

Magic Force Field Stone to Flesh Small Elemental

Level 6 Light Blade Replicate Walk on Air Tremor Heavy Elemental

Phantom Strike Create Object

Level 7 Phantom Bolt Phase throughMatter

Incinerate Walk on Water Colossal Elemental

Level 8 Phantom Sword Create Animal Create Storm

Phantom Warrior

Level 9 Death Bolt Create Person Earthquake Inferno

Rend

Level10 Disintegration Disintegration Volcano

Enchantment Illusion Knowledge Light and Dark Mental MovementLevel 1 Lesser Optical

IllusionKnow Time Light Point Daze Speed

Direction Sense Light Beam Telepathic Send Hindrance

Detect Magic

Level 2 Bless Aura Sense Light Sphere Mind Shield Swim

Curse Essential Light Emotion Sense

Thought Sense

Level 3 Enchantment Greater OpticalIllusion

Sense Properties Darken Lesser Mental Illusion Decelerate

Strengthen Illusionary Healing Transcribe Flash

Level 4 Armor Cipher Prism Field Sleep Telekinesis

Lighten Remote Sight Far-Sending

Luster Mass Daze

Level 5 Damage Increase Lesser RealisticIllusion

Know Name Night Vision Greater Mental Illusion Quickness

Fool's Meal Decipher Mental Stun Levitation

Mind Scan

Level 6 Accuracy Dispel Illusion Far Seeking Light Blade Mass Sleep Flight

Know History Negate Light Mind Control Flicker Teleport

Level 7 Disenchantment Greater RealisticIllusion

Inscribe Darkness Cloak Mental Blast Phase throughMatter

See Invisible

Level 8 Penetration Illusionary Form Shape Light Mass Control Teleport

Insubstantial

Level 9 Invisibility Cipher Essence Invisibility Mental Possession Temporal Teleport

Level10 Mind Shred Stellar TeleportPlanar Teleport

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Nature Necromancy Physiology Summoning WizardryLevel 1 Animal Empathy Pain Awaken Counterspell

Sense Animal Turn Undead Revive

Sense Plant

Level 2 Calm Animal Decay Recover Fatigue Summon Spirit Lesser Spell Shield

Call Animal Negate Pain Summon Phantom

Grow Plant

Level 3 Control Lesser Animal Infection Illusionary Healing Mage Lock

Conceal Path Sterilize

Cure Food Lesser Healing

Spoil Food

Level 4 Control DomesticAnimal

Withering Touch Negate Poison Summon Demon Greater Spell Shield

Kill Plant Cure Banish Demon

Make Meal

Level 5 Control Wild Animal Age Stabilize Contact Cosmic Entity Dispel Magic

Shape Plant Steal Life Greater Healing

EnvironmentalAwareness

Control Zombie

Fool's Meal

Water to Wine

Level 6 Commune Create Zombie Biostasis Call Cosmic Entity Pentagram

Hexagram

Level 7 Clean Environment Unaging ContactExtradimensional Entity

Burn Mana

Rejuvenation Call ExtradimensionalEntity

Contact Deity

Level 8 Shapeshifting Create Undead Regeneration Call Deity Siphon Mana

Shatter Soul

Level 9 Banquet Death Bolt

Soul Burn

Level10 Destroy Soul Resurrection Resurrect DeityResurrection