Abstract
Many and different systems have been proposed for how to handle magic and related effects in Fantasy Hero. I've written several systems of these in the past. After much thought on this topic, and in particular, much studying of both the system portrayed in the Fantasy Hero book and the system I wrote for Adventures Club, I've opted to create yet another system.
Part of my purpose in this system is to give Fantasy Hero magic "flavor", something lacking in the rather bland and generic system detailed in the Fantasy Hero books. I wanted to create a sense that "magic is everywhere and in all things"; also, I wanted to make magic a somewhat expensive proposition, to encourage those who would follow it's paths to do so with some degree of dedication. The concepts detailed below have been described insofar as how they relate to both Mages and Clerics. Mentalism and Healing are also addressed in this article, but they are very different from magic and somewhat limited in nature, with these talents all falling into a small number of select categories referred to as "gifts".
Definitions
Faithful: A congregation of followers of a particular deity. A priest of said deity is capable of harnessing the power of his congregation's faith.
Holy Ground: Ground that has been sanctified by a High Priest
Holy Relic: An item of great religious importance, imbued with a small portion of the power of a deity.
Ley Line: The line between two nodes, much weaker than nodes themselves, but like them has a constant source of 'mana' that can be tapped.
Mana: Endurance used to power magic.
Necromancy: A type of magic that uses the released energy of a newly killed living thing as a source of 'mana'. Generally not a popular archetype.
Node: A large font or sink of power of a specific constant size. The size determines how much 'mana' can be drawn at any given instance (one second) of time.
Powerstone: A gem or other item that can store 'mana'.
Note: All of the power sources described in this article can have quirks, if the GM so desires.
Mage Abilities
Magical Aptitude (Magery)
There are four levels of Magery, costing 10 points for each level. Each level corresponds to a power level of mage. The levels are apprentice, journeyman, master, and adept. As long as at least one level of magical aptitude is purchased at character creation, addition levels may be gained with later experience. The level of Magery also defines as active point limit for spells used by the mage (this limit may be exceeded only with GM permission). The individual classes of mage are as follows:
Apprentice: must have one level of Magery and 15 points spent in spells; can only use personal endurance to power spells. Limit of 25 Active points for any spell.
Journeyman: must have two levels of Magery and 30 points in spells; can draw either from personal endurance, or from a Powerstone, using the Tap Powerstone skill. Limit of 50 Active points for any spell.
Master: must have three levels of Magery and 45 points in spells; can draw from ley lines using the Tap Ley Line skill, as well as endurance and powerstones. Limit of 75 Active points for any spell.
Adept: must have four levels of Magery and 60 points in spells; can draw from all of the above power sources and also tap nodes using the Tap Node skill.
Skills
Tap Powerstone (INT Based Skill) (requires Magery level 2) (Cost: 3, +1 / 2)
This skill allows a mage to draw power from a powerstone. The amount of power that can be
drawn is a function of the user's level of Magery and his personal endurance. A journeyman
can only draw power from any one stone equal to his own endurance. A master can draw up to
double that, and an adept can draw as much as the stone has available. It is possible to
draw from more than one stone at a time, but each skill rolls are at -2 for each
additional stone the mage is tapping. If the mage is not in physical contact with the
stone while attempting this skill, long distance modifiers will be used as a penalty to
the skill roll.
Tap Ley Line (INT Based Skill) (requires Tap Powerstone, Magery level 3) (Cost:
3, +1 / 2)
This skill is similar to Tap Powerstone, except that it allows a master or adept mage to
draw power from a ley line. Unlike a powerstone, drawing energy in this manner does not
reduce the energy of the ley line, and this power can be used again the next time a spell
is cast. Again, a master mage can draw no more energy than double his personal endurance
for each spell, while an adept is limited only by the strength of the ley line. As with
powerstones, more than one ley line can be tapped, but must roll separately for each at a
-2 to all skill rolls for each ley line beyond the first. Also, the same long distance
penalties apply for attempting to tap a ley line at range.
Tap Node (INT Based Skill)(requires Tap Ley Line, Magery level 4) (Cost: 3, +1 /
2)
This skill is similar to Tap Ley Line and Tap Powerstone. It allows an adept to draw power
from a junction of ley lines, called a node. The only limit the adept has on the amount of
energy available for each spell is the power of the node. The same penalties apply for
attempting to draw from more than one node, or attempting to tap power at range as for ley
lines and powerstones.
Detect Energy Use (Detect + Ranged, Cost=8, all normal enhanced sense modifiers
applicable)
This skill allows a mage to sense when someone is drawing magical energy from a power
source other than that mage's personal endurance. Distance penalties as per senses are
applied as appropriate. Also, if the other mage is drawing from a ley line, the skill is
at +2 and at +4 if the opposing mage is drawing from a node.
Spells
Standard Limitations: Skill Roll Required (generally, EGO based), Prerequisite Ability (Magical Aptitude of appropriate level), Concentration, Cost END (if power normally 0 END). There is also a limitation on the type of effects that may used to build spells: Mental powers are generally not allowed, as are Clairsentience, Teleportation, and Healing effects (however construed). These limitations may only be deviated from with express GM approval.
A note on gestures and incantations. Though many mages may portray these arcane hand gestures and incomprehensible phrases as an intrinsic part of spellcasting, anyone who has studied the art of magic in any depth realizes that all of that folderol is just a show to "impress the rubes". Magic is generally seen as interconnecting bands of energy, which flow through everything. Magical Aptitude (Magery) can be defined as the ability to "pluck" these energy bands in an appropriate manner to cause a desired outcome.
With the exception of meta-spells (spells dealing with magic itself, like the ones detailed below), a mage must have a tight, unifying theme linking his spells together (ie. a common special effect). The creation of new spells requires a Spellcraft skill (modeled after Inventor), and the process does take time (I use the rules variant that suggests that certain skills do actually take a realistic amount of time to use). Learning a spell that someone else has researched (and provided you with the appropriate information) takes far less time than the creation of a new spell (but the Spellcraft skill is used to determine the character success in this venture as well).
Seek Powerstone
This spell allows the caster to detect a powerstone. The standard long-range penalties apply past 128".
Detect Powerstone, Ranged, +10 range offset - Mage Skill Roll required (-1/2),
Prerequisites [Magery 2] (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1 minute] (-1
1/2)
Active=23, Real=6
Time to Cast: 1 minute Difficulty: -2 Energy Cost: 0
Seek Ley Line
This spell is similar to Seek Powerstone, except that it allows the caster to detect a ley line. The standard long-range penalties apply past 128".
Detect Ley Line, Ranged, +10 range offset - Mage Skill Roll required (-1/2),
Prerequisite [Magery 3] (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [5 Minutes] (-2),
Cost END (-1/2)
Active=23, Real=5
Time to Cast: 5 minutes Difficulty: -2 Energy Cost: 2
Seek Node
This spell is similar to Seek Ley Line, except that it allows the caster to detect a node. The standard long-range penalties apply past 128".
Detect Node, Ranged, +10 range offset - Mage Skill Roll required (-1/2),
Prerequisite [Magery 4] (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1 Hour] (-2 1/2),
Cost END (-1/2)
Active=23, Real=4
Time to Cast: 1 Hour Difficulty: -2 Energy Cost: 2
Break Powerstone Tap (Resisted by Tap Powerstone skill)
This spell allows the caster to prevent someone else from using a powerstone. The caster
can choose to block any or all opposing mages from using the source while freely
permitting others to use it, but each opposing mage resists separately.
4d6 Break Tap [Powerstone]- Mage Skill Roll required (-1/2), Prerequisite [Magery 2]
(-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Break Ley Line Tap (Resisted by Tap Ley Line skill)
This spell functions identically to Break Powerstone Tap, except that it allows the caster to prevent another mage from using a ley line.
4d6 Break Tap [Ley Line]- Mage Skill Roll required (-1/2), Prerequisite [Magery 2]
(-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Break Node Tap (Resisted by Tap Node skill)
This spell functions identically to Break Ley Line Tap, except that it allows the caster to prevent another mage from using a node.
4d6 Break Tap [Node]- Mage Skill Roll required (-1/2), Prerequisite [Magery 2]
(-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Clerical Abilities
Clerical Aptitude
Clerics derive power from their gods, as opposed to mana. Therefore, a character that uses clerical power can not tap into powerstones, nodes, or ley lines. However, there are equivalent sources. Clerical Aptitude, for experience point purposes, has the same costs (10 points per level) and affect on spells as Magical Aptitude. The level of Clerical Aptitude also defines as active point limit for spells used by the mage (this limit may be exceeded only with GM permission). The four clerical levels are:
Aspirant: Equivalent to Apprentice. Must have one level of Clerical Aptitude and 15 points spent in spells; can tap only into personal faith (endurance) for spell casting. Limit of 25 Active points for any spell.
Acolyte: Equivalent to Journeyman. Must have two levels of Clerical Aptitude and 30 points spent in spells; can tap into holy relics, which function equivalently as powerstones. Limit of 50 Active points for any spell.
Priest/Priestess: Equivalent to Master. Must have three levels of Clerical Aptitude and 45 points spent in spells; an also tap into a large congregation of faithful (for example, a small town), which is equivalent to ley lines in power and frequency of appearance. Limit of 75 Active points for any spell.
High Priest/Priestess: Equivalent to Adept. Must have four levels of Clerical Aptitude and 60 points spent in spells; can also tap into fonts of holy ground, such as a some temples or Cathedrals, certain graveyards, etc.
Gaining or Advancing in Clerical Aptitude is equivalent to gaining Magery. This represents the cleric becoming more aligned with their chosen deity, thus able to tap into more of the powers.
There is another major difference between Clerics and Mages (aside from the power source) is the adjustment to spell casting from holy and unholy ground. This bonus/penalty varies from +5/-5. For example, in a small temple of your deity, you would get a +2 bonus to spells, while enemies attacking might get a -2. If you were in the head cathedral, the bonus would be +4 to +5, depending on the strength of the deity. In a like aligned deity's small temple, you would still get a +1 bonus or so. This bonuses and penalties are up to the game master, but should be consistent. Be careful when you march into hell on a heavenly cause! However, this also means that hard to cast spells, or important ones that had better work correctly, should be cast on holy ground for their bonuses.
Clerics also have spells and skills equivalent to mages.
Clerical power and Magical (mana) power are totally different. A cleric can not detect a magical item and vice versa, except in the most basic sense (i.e. detect magic/blessing will show the caster that item, relic, node, font, whatever, is either clerical or magical in nature).
Skills
Tap Holy Relic (INT Based Skill) (requires Clerical Aptitude 2)
This skill allows a mage to draw power from a holy relic. The amount of power that can be
drawn is a function of the user's level of Clerical Aptitude and his personal endurance.
An apprentice can only draw power from any one relic equal to his own endurance. A
Priest/Priestess can draw up to double that, and a High Priest/Priestess can draw as much
as the relic has available. It is possible to draw from more than one relic at a time, but
both skill rolls are at -2 for each additional relic the cleric is tapping. If the cleric
is not in physical contact with the relic while attempting this skill, the long distance
modifiers for seek spells should be used as a penalty to the skill roll.
Tap Faithful (INT Based Skill) (requires Tap Holy Relic, Clerical Aptitude 3)
This skill is similar to Tap Holy Relic, except that it allows a Priest or Priestess or
above to draw power from the followers of their deity. Unlike a holy relic, drawing energy
in this manner does not reduce the energy of the congregation (obviously!), and this power
can be used again the next time a spell is cast. Again, a priest can draw no more energy
than double his personal endurance for each spell, while a high priest is limited only by
the strength of the congregation. As with holy relics, more than one congregation can be
tapped, but must roll separately for each at a -2 to all skill rolls for each congregation
beyond the first. Also, the same long distance penalties apply for attempting to tap a
congregation at range. In this manner, with enough skill and a group of clerics, a whole
city (or larger?) of faithful could be tapped! Bring on the holy wars....
Tap Holy Ground (INT Based Skill) (requires Tap Faithful, Clerical Aptitude 4)
This skill is similar to Tap Faithful and Tap Holy Relic. It allows a High Priest to draw
power from a holy area, such as a temple or sacred ground. The only limit the high priest
has on the amount of energy available for each spell is the power of the area. The same
penalties apply for attempting to draw from more than one area, or attempting to tap power
at range as for a congregation or holy relic.
Detect Energy Use (Detect + Ranged, Cost=8, all normal enhanced sense modifiers
applicable)
This skill allows a cleric to sense when someone is calling on the power of their deity
through a power source other that the cleric's s personal endurance. Distance
penalties as per senses are applied as appropriate. Also, if the other aligned cleric is
drawing from the power source, then the knowledge automatic.
Spells
Standard Limitations: Skill Roll Required (Generally EGO based), Prerequisite Ability (Clerical Aptitude of appropriate level), Concentration, Cost END (if power normally 0 END). There is also a limitation on the type of effects that may used to build spells: Mental powers are generally not allowed, as are Clairsentience, Teleportation, and Healing effects (however construed). These limitations may only be deviated from with express GM approval.
A note on gestures and incantations. Though many mages may portray these arcane hand gestures and incomprehensible phrases as an intrinsic part of spellcasting, anyone who has studied the art of magic in any depth realizes that all of that folderol is just a show to "impress the rubes". Clerical magic is generally seen as lines of force emanating from the heavens, subtlety exerting control over everything in the Realms. Clerical Aptitude can be defined as the ability to "nudge" these lines in such a way as to dramatically decrease the subtlety of this control.
With the exception of meta-spells (spells dealing with magic itself, like the ones detailed below), a cleric's spells will be limited to those spell effects which fall into the sphere's of influence of his deity. The creation of new spells requires a Spellcraft skill (modeled after Inventor), and the process does take time (I use the rules variant that suggests that certain skills do actually take a realistic amount of time to use). Learning a spell that someone else has researched (and provided you with the appropriate information) takes far less time than the creation of a new spell (but the Spellcraft skill is used to determine the character success in this venture as well).
Seek Holy Relic
This spell allows the caster to detect a Holy Relic. The standard range penalties for senses apply. The spell is at +4 if the relic is aligned to the cleric, +2 if the relic is aligned to a friendly deity, -2 if aligned with a hostile deity, and -4 if aligned with a directly opposing deity.
Detect Holy Relic, Ranged - Magic Skill Roll required (-1/2), Prerequisites
[Clerical Aptitude 2] (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1 minute] (-1 1/2)
Active=8, Real=2
Time to Cast: 1 minute Difficulty: -1 Energy Cost: 0
Seek Faithful
This spell is similar to Seek Holy Relic, except that it allows the caster to detect those faithful to their deity. The standard range penalties for senses apply. This spell can also impart information pertaining to the strength of faith found in the followers (GM call, based on success level of roll).
Detect Faithful, Ranged, Discriminatory - Magic Skill Roll required (-1/2),
Prerequisite [Clerical Aptitude 3] (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [5
Minutes] (-2), Cost END (-1/2)
Active=13, Real=3
Time to Cast: 5 minutes Difficulty: -1 Energy Cost: 1
Seek Holy Ground
This spell is similar to Seek Holy Relic, except that it allows the caster to detect Holy (sanctified) Ground. The standard range penalties for senses apply past 64". This spell can also tell you general and specific information about the deity in whose name the ground was sanctified (GM call, based on success level of roll).
Detect Holy Ground, Ranged, Discriminatory, +8 range offset - Magic Skill Roll
required (-1/2), Prerequisite [Clerical Aptitude 4] (-1/2), Concentrate [0 DCV] (-1/2),
Extra Time [1 Hour] (-2 1/2), Cost END (-1/2)
Active=25, Real=5
Time to Cast: 1 Hour Difficulty: -2 Energy Cost: 2
Break Holy Relic Tap (Resisted by Tap Holy Relic skill)
This spell allows the caster to prevent someone else from using a holy relic. The caster can choose to block any or all opposing cleric from using the source while freely permitting others to use it, but each opposing cleric resists separately. Be sure to include the various penalties when casting this spell against clerics not aligned with their deity (breaking a hold against an opposing deity's cleric on a (to you) unholy relic shouldn't be easy).
4d6 Break Tap [Holy Relic]- Magic Skill Roll required (-1/2), Prerequisite [Clerical
Aptitude 2] (-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Break Faithful Tap (Resisted by Tap Faithful skill)
This spell functions identically to Break Holy Relic Tap, except that it allows the caster to prevent another cleric from using their faithful as a source of power. Standard penalties vs. opposing deities apply.
4d6 Break Tap [Faithful]- Magic Skill Roll required (-1/2), Prerequisite [Clerical
Aptitude 3] (-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Break Holy Ground Tap (Resisted by Tap Holy Ground skill)
This spell functions identically to Break Faithful Tap, except that it allows the caster to prevent another cleric from using holy ground as a power source.
4d6 Break Tap [Holy Ground]- Magic Skill Roll required (-1/2), Prerequisite
[Clerical Aptitude 4] (-1/2), Concentrate [0 DCV] (-1/2)
Active=20, Real=8
Time to Cast: 1/2 Phase Difficulty: -2 Energy Cost: 2
Psionic Gifts
Psionic gifts are not magic. Within the mind, heart, and soul of a person there are channels that are never opened in most people. The ability to manipulate magical energies; as well as the ability to channel the powers of a deity; are, in there own ways, examples of channels which have been opened in the mind of the wielder. They are, however, examples of the most powerful gifts. The abilities that make up the remainder of the defined gifts are considered to be psionic talents as opposed to true magic. Magic cannot, in truth, duplicate these abilities; even though on the surface they seem much weaker than true magic. Due in part to the great difficulty in controlling psionic abilities, they tend to have limited combat usage. Psionic gifts are also physically draining to use.
Possession of a psionic gift comes with two requirements. The character must possess the skill to manipulate the gift (a standard 3 points +1 for 2 points EGO based skill); and the character must possess the gift (built from Hero powers, detailed below). The skill must be bought at the time the character is created, but the power may be bought later with experience (as a way to represent someone having the potential, but not the ability yet). The power descriptions below are not absolutes. Psionic abilities can be improved upon.
Standard limitations: Skill Roll required, Increased END Cost, Concentration.
The gifts that have been catalogued so far are as follows:
Mind Speech: Mind speech actually encompasses two separate but related abilities that are usually (but not always) found possessed together. Projecting, which imparts the ability to actually communicate mentally over great distances; and Thought Sense, which allows the reading of another's thoughts. (Note: Even though there are potentially two separate effects that make up this gift, there is only one skill the character need have - both abilities will use the same skill as their controlling skill roll.)
Projecting
Mind Link, any one mind - Skill Roll (-1/2), x3 End (-1), Concentrate [1/2 DCV] (-1/4)
Active=15, Real=5
Time: 1/2 Phase Difficulty: -1 Endurance Cost: 3
Thought Sense
Telepathy, 5d6 - Skill Roll (-1/2), x2 End (-1/2), Concentrate [0 DCV] (-1/2), Extra Time
[1 phase] (-1/2)
Active=25, Real=8 Time: 1 Phase Difficulty: -2 Endurance Cost: 4
Fetching: The ability to move objects with the strength of ones thoughts; near objects being easier to move than far ones.
Telekinesis, 16 STR, fine manipulation - Skill Roll (-1/2), x2 End (-1/2),
Concentrate [0 DCV] (-1/2), Reduced by range (-1/4)
Active=34, Real=12
Time: « Phase Difficulty: -3 Endurance Cost: 6
Farfetching: A difficult and draining ability to use, this gift gives one the ability to move objects instantly from one spot to another.
Teleportation, 10", +1 floating location, usable against others (+1), Ranged
(+1/2) - Skill Roll (-1/2), x2 End (-1/2), Concentrate [0 DCV] (-1/2), Mass Limit [1/64th
normal mass, approx. 1.5kg or 3.4lbs] (-1 1/2), Extra Time [1 Phase] (-1/2)
Active=87, Real=19
Time=1 Phase Difficulty: -9 Endurance Cost: 16
Farsight: Not, as the name implies, the ability to simply see great distances; but the ability to actually change the center of one's focus, unimpeded by obstacles. When using this gift a person sees a distant locale as if they were actually there.
Clairsentience, sight, x32 max range [3200km] - Skill Roll (-1/2), x2 End (-1/2),
Concentrate [0 DCV] (-1/2), Extra Time [1 Turn] (-1)
Active=45, Real=13
Time=1 Turn Difficulty: -4 Endurance Cost: 8
Foresight: The ability to see into the future. One of the rarest of the psionic gifts, and has never been fully controlled.
Clairsentience, sight, See into Future - Skill Roll (-1/2), x2 End (-1/2),
Concentrate [0 DCV] (-1/2), No Conscious Control (-2)
Active=40, Real=9
Time=0 Phase Difficulty: -4 Endurance Cost: 8
Empathy: A powerful gift that allows one to read and, with practice, manipulate the emotions of others. Note: Even though there are potentially two separate effects that make up this gift, there is only one skill the character need have - both abilities will use the same skill as their controlling skill roll.
Emotion Sense
Telepathy, 6d6 - Skill Roll (-1/2), x2 End (-1/2), Concentrate [0 DCV] (-1/2), Extra
Time [1 phase] (-1/2), Only vs. emotions (-1)
Active=30, Real=8
Time: 1 Phase Difficulty: -3 Endurance Cost: 6
Emotion Control
Mind Control, 6d6 - Skill Roll (-1/2), x2 End (-1/2), Concentrate [0 DCV] (-1/2),
Extra Time [1 phase] (-1/2), Only vs. emotions (-1)
Active=30, Real=8
Time: 1 Phase Difficulty: -3 Endurance Cost: 6
Firestarting: A practical and useful gift, but unwieldy to use as a combat tool (although highly tempting to try). One that permits the wielder to cause substances to spontaneously ignite.
1d6 Ranged Killing Attack (fire), indirect (+3/4) - Skill Roll (-1/2), x3 End (-1),
Concentrate [0 DCV] (-1/2), Extra Time [1 Phase] (-1/2)
Active=26, Real=7
Time: 1 Phase Difficulty: -3 Endurance Cost: 6
Healing
Like Psionic gifts, the Healing gifts are not magic. There are a unique set of gifts that permit the knitting of flesh, bone, mind, and spirit. Neither true magic nor clerical abilities can truly duplicate these gifts; and psionics can only duplicate the Empathic healing (some think that these may actually be the same talents, but possessed by people of different callings).
Possession of a healing gift comes with two requirements. The character must possess the skill to manipulate the gift (a standard 3 points +1 for 2 points EGO based skill); and the character must possess the gift (built from Hero powers, detailed below). The skill must be bought at the time the character is created, but the power may be bought later with experience (as a way to represent someone having the potential, but not the ability yet). The power descriptions below are not absolutes. Psionic abilities can be improved upon.
Standard limitations: Skill Roll required, Concentration, and Extra Time.
The healing gifts that have been catalogued so far are as follows:
Empathy: The ability to heal the broken spirit and sort out emotional difficulties.
Emotion Sense
Telepathy, 8d6 - Skill Roll (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1 phase]
(-1/2), Only vs. emotions (-1), Extra Time [1 Turn] (-1)
Active=40, Real=9
Time: 1 Turn Difficulty: -3 Endurance Cost: 4
Emotion Control
Mind Control, 8d6 - Skill Roll (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1
phase] (-1/2), Only vs. emotions (-1), Extra Time [1 Turn] (-1)
Active=40, Real=9
Time: 1 Turn Difficulty: -4 Endurance Cost: 4
Mind Healing: Permits correcting more deeply rooted metal disorders. A dangerous gift in the hands of the unscrupulous as it allows one to make radical changes in the mind of the patient.
Mind Control, 6d6 - Skill Roll (-1/2), Concentrate [0 DCV] (-1/2), Extra Time [1
phase] (-1/2), Extra Time [1 Minute] (-1 1/2)
Active=30, Real=7
Time: 1 Minute Difficulty: -3 Endurance Cost: 3
Healing: The most visibly effective of the healing gifts, permitting one to mend the battered body.
Aid, 5d6, any "physical stat" (+1/2) - Skill Roll (-1/2), Concentrate [0
DCV] (-1/2), Extra Time [1 Minute] (-1 1/2), only up to starting value (-1/2)
Active=37, Real=9
Time: 1 Minute Difficulty: -4 Endurance Cost: 4
New Rules
Powers
Break Tap
To use the Break Tap, the character states his target (the powerstone, ley line,
relic, etc. being tapped) and makes an attack roll. If the roll is successful, roll the
Break Tap dice, and read them like normal dice looking for the BODY total. The number of
BODY is the number the person tapping the target must make his Tap Powerstone skill
by in order to maintain his tap. If the character using the Break Tap power continued to
feed END into the effect, the character trying to re-establish contact with his source
still applies the minuses to his roll.
Aid
I use the rule correction that Steve Peterson made sometime after 4th edition came
out. Aid cost 10 points per die.
Limitations
Mass Limit
The limitation is primarily for the power Teleportation. The default mass that could
be moved via Teleportation would be 100kg (normal heroic human mass). The
limitation reduces the effect mass that can be effected by half for -1/4.
References
Parts of this article were inspired by a Charles J. Cohen's and Kevin Janka's adaptation for GURPS of the magic from Mercedes Lackey's Valdemar (Herald Mage) novels. {http://www.io.com/~ftp/GURPSnet/Magic/lackey.txt}