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Magic and Magicians:

Disclaimer: I am not a physicist (if I were, itíd probably be a lot harder for me to even try it), hell, I didnít even graduate high-school, this is just a loose attempt at creating a fantasy magic system with some sense of realism. I understand that most of what is included below is woefully inaccurate but keep in mind that it is only based on what very little I know about science and the adapting from real-world to fantasy physics has probably destroyed any truth that there is in it. What Iím saying is please take it easy on me.

"Magic is a force of nature, and like any such force is restricted by a collection of laws which tie into all others. Magicians, same as anyone else, cannot break these laws but their involved knowledge allows them a fair amount of leeway in regards to their workings. More knowledge, more power."

Introduction to the Primer on Theurgy,

Turani Nadia, 2 • 338.

The standard text for all Sadiri magicians (as well as most others who simply print theirs under different names), the Primer on Theurgy, more commonly known as the Turani Codex, serves as the starting point for any who wish to pursue the art of magic. It contains the basic formulae from which all magic stems but even the simplest of these is beyond the grasp of most humans. To understand them requires years of study, without that even the most naturally gifted sorcerer can do little more than vibrate sound waves or snuff a campfire. That is why magicians are so rare and even more esteemed, the combination of dedication and talent (and that unrefutable third quality of wealth) is so scarce that for one to achieve it is no less than a miracle.

As even the lowliest apprentice will tell you, magic is preformed through the manipulation of matter and energy with the aid of the mind, a feat requiring intense concentration and even more intense will. The exact mechanics of this is uncertain, and many of the previous theories concerning it have been debunked, but regardless of the reason, it is known to work. What is known is that integral knowledge of the mind and integral knowledge of the nature of magic (although not the relation between the two) is a prerequisite. Why many children can evoke similar effects (although far cruder) is undetermined but the fact remains that without studying and understanding, they cannot progress in their abilities.

By using their minds to grasp the various concepts needed to use magic, magicians use their bodies to shape forces. With use of some fields (i.e. energy manipulation) the body can actually work as a conduit, but more often it simply serves to direct the various forces the mage is manipulating. For these reasons, most spells require some range of physical motion. To maintain concentration they do not speak (unless for the amateur who occasionally speaks out loud to reinforce what they are thinking).

The Seven Laws of Theurgism:

Included on the second page of the Turani Codex is a list of physical laws which magic must operate within. Here they are included.

    • Law I: Energy can neither be created nor destroyed; though it readily changes forms. This guarantees that there is always as much energy around after something happens as there was before (with the exception of matter conversion).
    • Law II: In natural systems, as opposed to the use of magic, energy tends towards the lowest state possible and an equal distribution of resources. This process, known as entropy, means that natural events always proceed towards states of greater disorder. Only through the effects of sentient will can it work in reverse.
    • Law III: Inertia is in effect constantly; i.e. objects at rest remain at rest, moving ones continue to move at uniform speed in a straight line. Many outside influences affect this however (gravity, energy, etc.). Magic can shield or amplify these effects.
    • Law IV: Friction is the tendency of two surfaces to stick together either through their rough textures causing the raised part of one to get trapped in the low part of the other or because the materials themselves naturally attract eachother. Many magicians can harness or force two surfaces to behave abnormally.
    • Law V: Energy that exists in waves refracts (bends) or reflects when they enter a new medium. Magicians can often manipulate either the waves or the medium or both to desired effects.
    • Law VI: Matter can be converted to energy (and vice-versa, although it is far more difficult) at a greatly amplified amount.
    • Law VII: Just as with energy, matter can be changed in form but with considerable more effort required. The comprehension required increases with the more considerable the change (water can be rather easily changed to ice or steam by applying or removing energy but to restructure its molecular density is far more difficult).

These laws are absolute but allow for much freedom on the part of the magicians. Acceptance and understanding of these rules allows for the power to manipulate matter and energy under them. New ways to do this are frequently being discovered and catalogued in more advanced tomes. However, these cannot be mastered without sufficient knowledge even if one does manage to procure one.

Despite the versatility of magic, there are many common applications universal to all those who understand the specific field they are under.

The Seven Fields of Magics:

Energy Manipulation

One of the most useful, if not versatile, fields of magic, Energy Manipulation is relatively impotent if not used in conjunction with Entropic Acceleration and Reversal, at least at the lower levels. Various forms of energy (i.e. kinetic, chemical, potential (latent) etc.) are far more difficult to manipulate then others. Chemical energy can only be catalyzed; potential energy cannot be unlocked without great skill. The only naturally available, simple energy that can be utilized are things such as fire and electricity. Static energy requires far too much friction to be useful unless prepared beforehand or generated by Friction Manipulation.

Energy Manipulation proves its value only when used with a relatively powerful energy source, without one little more than sparks can be produced. But if one does have the necessary source of energy, this field becomes very effective, the magician able to power machines, scorch fields or even create dancing flames in the shape of creatures (although this last one is generally only an aesthetic effect).

Entropic Acceleration and Reversal

Although not very powerful on its own, this field is absolutely vital for most, both to harness energy, but more often, disperse it. Any wise sorcerer will set up an entropic field before engaging any energy using magic. These fields (known as Shields or the entropy-reversed Trenches depending on their use) serve to either protect the magician and their allies from any misdirected energy or to amplify the effects of an energy force on a target. The more powerful the caster the longer and more effective the Shields and Trenches are.

Inertial Tampering

Of particular popularity among the Tal mages, the field of Inertial Tampering has many defensive capabilities as well as valuable uses in travelling and transportation. Through reinforcing the inertial properties of the desired object or creature, mages can lessen or even nullify the effects of gravity and friction (among other forces). This can make long journeys through rugged wilderness less exhausting than a stroll through a meadow. Applying the same principle, a small girl could knock an Ukari to the ground.

The other side of this field involves depleting the inertia of the desired object thus multiplying the effect of various forces upon it. Essentially, the mass of the subject can be increased exponentially the more and more its inertia is dampened. Pebbles can smash tables; bracelets turn into manacles.

The non-damaging nature of many of its applications are of great use in situations when one wishes to subdue someone rather than hurt them. For this reason, all Tal mages who travel in the Warlands will have at least some proficiency in this field.

Friction Manipulation

Often used in conjunction with Energy Manipulation, Friction Manipulation has many offensive appliances simply on its own. The simplest of these is to create a slight electrical charge in the body or just outside of it with which one can electrocute oneís enemies. Also useful, but a little harder to carry out, is to increase the friction produced by a subject, causing extreme burns upon it or even setting it aflame (imagine air affecting your skin like sandpaper).

Also, similar to Inertial Tampering, Friction Manipulation can also effectively alter the mass of things by increasing or decreasing the friction of the medium through which they are moving through or on. But this requires far more knowledge than creating the same result through inertia.

Wave Adaptation

Because this field deals with very subtle phenomena it was only discovered a relatively short while ago. What has been found though is very promising in many applications. Because sound, light and electromagnetism all occur in waves these things can all be reflected or refracted in a variety of ways. In nature, this only occurs when waves pass over into another medium, in magic, this can be prompted at any time.

In manipulating sound a variety of things can be accomplished. Low levels of proficiency can alter volume and frequency with relative ease although the speed of the caster matters a great deal. Because the waves travel so rapidly and vary so greatly it takes a lot of precision timing to enact the right thing at the right time. Even greater ability is required if one wants to simulate speech or another sound.

Light and the electromagnetic spectrum donít need as much timing as with sound as they tend to be more constant, but the precision of the wavelengths must be exact or the effect could be fatal. For this reason, few magicians will adapt waves above the infrared or below the ultraviolet. What little has been demonstrated outside of this narrow spectrum has shown it to be too hazardous to be used safely and an Entropic Shield has no effect on the dangerous rays. House Nadia has many laws in place to forbid students from delving into the extremes of the spectrum.

Matter Conversion

By far the most lethal of the sorcerous fields, Matter Conversion is prohibited in all nations but the Kingship, and even there it is highly restricted. The energy created in the conversion is absolutely massive and even the strongest of Entropic Shields canít contain it or even deflect it safely; there is simply too much energy. Trenches offer some control but it is still very dangerous.

Although its actual use is prohibited in Sadir, research into the nature of Matter Conversion is one of the most advancing fields of the day. House Parthan is actively participating in preparing a theory, which will enable the ability to channel it effectively. And for the first time, House Soreeth, terrified of the prospects of this field, has petitioned for House Nadia to shut their research down. So far they have had little effect.

Matter Restructuring

A fairly new field, Matter Restructuring can be extremely useful but also incredibly time-consuming. The degree of the magicianís skill determines the size of the matter they can move. From cells smaller can be manipulated but only with the aid of Wave Adaptation (to see the various pieces of matter they are rearranging). With this field, diseases can be eliminated with relative ease, either by administering poisons or other such things directly to the affected area or by physically removing the damaged cells. The same effect is far more difficult to achieve using other fields (such as electrocuting or burning out the affected material) and causes far less damage.

The other useful application of this is to restructure materials from one thing to another. Reorganizing wood to flesh is relatively easy; altering one element to another is impossible for anyone but the most skilled.

Name of Field:

Cultures practicing:

Maximum proficiency:

Percentage of Knowing:

AC:

Possible Applications:

SA:

Energy Manipulation

All

Sa

9

Ta

8

Th

8

Fr

7

50%

4

Transforming harnessed or latent energies from one to another

40%

Entropic Acceleration and Reversal

All

Sa

8

Ta

9

Th

7

Fr

5

80%

2

Dispersing and harnessing energy (from natural and magical sources)

10%

Inertial Tampering

Sadiri, Tal

Sa

5

Ta

7

Th

--

Fr

--

10%

3

Defying gravity and amplifying gravity

20%

Friction Manipulation

Sadiri

Sa

3

Ta

--

Th

--

Fr

--

20%

2

Stopping moving objects, and creating energy

10%

Wave Adaptation

Sadiri, Tal, Thannist

Sa

7

Ta

6

Th

7

Fr

--

40%

4

Bending sound and light

40%

Matter Conversion

Thannist, Sadiri (theoretical applications)

Sa

0

Ta

--

Th

2

Fr

--

1%

5

Destroying matter (very dangerous) and creating it from energy

50%

Matter Restructuring

All

Sa

7

Ta

7

Th

7

Fr

5

30%

3

Healing wounds, state altering (solid to liquid to gas)

30%

Although the Kingship of Thane is generally further behind both the Sadiri Empire and the Tal Protectorate in technology, they remain not far behind in magical innovations. This is due to the powerful Order of the Scroll for two reasons. One, their zeal and intelligence is not bound by scruples; they care little for what damage they do in their search for knowledge. Two, through means unknown to others, they gain access to many Sadiri tomes with relative ease. House Nadia has made it their priority to prevent this from happening further, a choice that is getting out of hand rapidly. More than once, booby-trapped books have exploded in their holdings, killing an overly eager apprentice. Yet despite their precautions, the Kingshipís knowledge still expands, as does the threat they pose should they ever invade.

Although most of the Sadiri who emigrate to the Tal Protectorate are less knowledgeable than apprentices, the occasional powerful magician does leave Sadir in search of a less competitive land. However, most Tal knowledge is researched independently of the Empire, it going at a slower rate due to less organization and stricter morals.

The Freelands have few organized groups of mages, thus they are way further behind. Most of what is widely known there is most likely of Tal origin.

Using Magic; Game Mechanics:

Keep in mind that this is a fledgling magic system and I really have no experience in this area. So perhaps the best bet it for me to describe what I wish to accomplish with it. Primarily, I want a versatile magic system that still has a measure of realism. The one I have created hopefully accomplishes both of these; the power of the caster depends entirely on their inventiveness. The physics shouldnít be too complicated and I hope it doesnít seem too advanced for a fantasy setting.

Unfortunately, the downside to this is it can easily get out of hand. Please donít try to abuse this freedom. Iím sure there are a lot of people a lot smarter than me out there but this game wonít work if you use your intelligence to find ways to cheat the system. Well-reasoned strategies and applications for the use of magic will of course be allowed whether it trounces my enemies or not.

All right, down to business.

A starting magician has ten advancement points (AP) and goes up five points per level

For a magician to learn a new field it costs five AP (this means access to two fields at first level)

To advance in a chosen field, one must pay the advancement cost (AC) to go up in skill level (maximum of one skill level per experience level)

Because various fields are more difficult to use/control than others, each field has a skill adjustment (SA) percentage

Casting Spells:

    • Pre-casting Stage: Setting up prerequisite. Because many spells require something to work with, this stage is crucial before even attempting the desired effect (setting up Entropic Shields or Trenches, gathering energy to manipulate, magnify a material to restructure). This spell must be cast until it is successful for any of the steps that follow.
    • Step I: Choosing effect. The first step in casting a spell is to choose the desired effect. This will be given a difficulty rating of 5% per level (the level will decided based upon the intricacy of the spell).
    • Step II (combat): Rolling Initiative. If the spell is to be cast with enemies in the vicinity, the timing must be suitable otherwise you could end up hurting an ally or losing your concentration (the timing concerned here is not the precision required in, say, sound wave manipulation, that is including under the Skill Adjustment). The spellís level is added to the initiative roll and, depending on the desired effect, if the number is higher than the enemiesí, it may or may not work. Any hit (or other distracting event) will cause the spell to fail or be miscast. If an enemy somehow leaves the area or in some other way becomes an unfeasible target, the caster may redirect the spell.
    • Step III: Casting. The caster makes a Success Roll with the appropriate skill adjustment. If successful, the spell succeeds and achieves the desired effect. If it fails, it is either lost or corrupted.
    • Step IV: Determining effect. Whether the spell is successful or corrupted, the effect must be determined (i.e. damage rolled, etc.).
    • Step V: Choosing next action.

Divine Magic:

The nature of divine magic is only understood well by the priests who use it and even then, they cannot explain it to people of their own faith, let alone those of any other. The will of the divine is inscrutable and priests are the extensions of this will on Rhischal. Only they understand it, and not well at that. It goes something like this; although they serve the divine they may still do as they like. Most simple things donít bother their patrons but anything that goes against the powerís ethos spells disaster for the priest who defies them. Depending on the severity of their trespass, a priest may experience a brief departure of their faith or a permanent abandonment. Often, loss of their spiritual powers doesnít bother them at all compared to the horrible dread they feel at being along, to suddenly have to question their entire existence. The steps necessary to restore themselves in divine eyes is a lengthy process in most cases. They must fast and pray and fast and pray until a time when they are truly sorry for their actions and desire whole-hearted to return to divine embrace.

Praying

Although theoretically anything is possible for priest from the sprouting of a flower to the restoration of a life, nothing can be done without the support of the divine. A priest must be thinking of the big picture when they pray for divine assistance. What they can accomplish will depend entirely on their motives and their faith. The Vassi (the force channeled by Tal priests) will only grant its life force if good is served (by its own definition not that of the priestís). Most of the time, this level of judgement depends on the experience of the priest. Although even a neophyte can divinely heal the wounded, it takes a true priest to reshape the laws of nature (and even the most powerful priest can only do this for a short time in a limited area). In both cases, it is a matter of their confidence that what they are doing is right.

Field Guidelines

Energy Manipulation

At the lower levels, Energy Manipulation can only shape energy within a specific form, i.e. electrical must stay electrical, kinetic must stay kinetic. The more proficient with it one gets, the more drastic the change can be. The primary way of attacking with magic is a three-fold Energy Manipulation process. Although all three must be put in effect for a successful attack spell, not all three must be created by the same wizard, or even a wizard at all.

Energy Attack

A successful energy attack can be executed in one round, provided an energy source is available. Additionally, it only requires a single roll to cast, unlike the three regularly needed. Each of the three steps must be in place, is the right order, for the spell to be cast.

Shaping

This step is in addition to gathering energy in an Entropy Field. The field provides the raw energy but needs to be shaped for it to be more than that. This step may be foregone if a shaped energy force is already present, i.e. visible electricity, a flame.

Directing

For shaped energy to reach the intended target it must be directed. Although shaping the energy does bind it somewhat, this stage is far more effective if used with a trench. Directing is very useful because it has a range far greater than most magic, allowing the mage to control it as long as it is within range. However, control over effectively shaped magic is never absolute. Any magician within range who has this skill may attempt to control the magic, creating a power struggle if both attempt to hold on to it.

Releasing

The last step in an effective Energy Attack is to release it. Although a spell can do damage without releasing it, the effect will be minimal and localized. By releasing it, the energy rapidly expands from its compressed (shaped) form and spreads out to a size relative to its power.

Powering

Although employing some of the same principles as an Energy Attack, Powering is used for different applications entirely. However, it is only of use in objects specifically designed for empowerment. Most often these are created by Matter Restructurists or Parthan engineers.

Entropic Acceleration and Reversal

Detailed below are the three prime functions of entropics.

Reversed Entropy Field

Useful for gathering a large amount of energy quickly, by casting an REF, a magician convinces a small area that it is lacking an amount of energy consistent with the area surrounding it. This causes the surrounding area to flood the affected space with much of its energy in an attempt to create a balance. The affected space then becomes (for a short time) a high, unnatural concentration of energy that can easily be molded by Energy Manipulation.

Uses: Heating a specific area of atmosphere, gathering energy for Energy Manipulation.

Entropy Field

Similar to an Entropy Shield, an Entropy Field is useful for rapidly dispersing energy over a wide area, whether natural or magical in source. By accelerating the natural entropy of a specific area, the magician causes the energy contained within it to rush to escape the area.

Uses: Snuffing a flame, freezing an affected area.

Reversed Entropy Trench

Of no use out of conjunction with an energy source, a Reversed Entropy Trench will ensure that the energy stays on course and does not bleed into the surrounding area.

Uses: Amplifying damage, directing energy.

Entropy Shield

In order to protect something from a dangerous energy force an Entropy Shield is pretty much the only way to go. A shield will accelerate the natural entropy around the shielded subject, forcing energy to disperse into the area surrounding it.

Uses: Deflecting energy.

Inertial Tampering

Objects at rest tend to remain at rest; objects in motion tend to stay at motion. This law, known as inertia, is in effect at all times on all objects with exertion relative to their mass. The power of this exertion may be altered either way by the will of a magician. For it to be effective, the whole subject must be affected, else the results can be very strange.

Reinforce Gravity

By reinforcing the gravity of a subject, a magician can increase its mass exponentially.

Uses: Sinking ships, disarming opponents.

Reinforce Outside Influences

Through reinforcing the effect outside influences have on a subject, the mage essentially reduces its mass relative to other beings, although not to itself.

Uses: Throwing things, knocking people over.

Reinforce Inertia

Depending on the proficiency of the caster and the amount of power they put into the effect, Reinforcing Inertia greatly lightens the subjectís mass in regards to itself.

Uses: Jumping heights, punching hard.

Friction Manipulation

Quite similar to Inertial Tampering in many respects, Friction Manipulation can often achieve the same results with less proficiency, although its area of influence is lesser. By using this field, a mage may increase or decrease the natural friction created by objects or the atmosphere, creating limited static electricity, heat and slowing effects. Friction Manipulation has no effect on gravity or on areas with no friction, i.e. vacuum.

Lessen Friction (Object)

This effect removes the natural friction of an object in regards to atmosphere or other objects. Even with little force exerted, objects can move through or past things with little effort.

Uses: Shooting an arrow through water, making an object slip out of something.

Increase Friction (Atmosphere)

By increasing the amount of friction in the atmosphere, a mage may slow, deflect, or utterly stop a moving object or creature. If the effect is only partial, serious burns can result in an attempt to move through it.

Uses: Deflecting weapons, stopping movement.

Increase Friction (Object)

By increasing the friction of an object, a mage amplifies the natural slowing put upon movement by the atmosphere. This effect may be specifically inclusive or exclusive of different mediums.

Uses: Climbing walls, stopping objects.

Create Charge

By slightly increasing the friction in the hands and atmosphere around them, a mage can charge both his body and the air with an electric charge. This charge may be Shaped by energy manipulation or directly applied through physical contact.

Uses: Shaping, manual electric attack.

Matter Conversion

Although the magic applied through Matter Conversion is actually quite easy to perform and miniscule, it still cannot be used by most without instant death. Through this field, a mage may either split the nucleus of an atom or coerce a large amount of energy into becoming a piece of matter. This is the only field that can actually create anything, all others simply transform things.

Matter Destruction

The splitting of an atom creates a massive outpouring of energy, too much to be contained by even a high level entropy field (several of these created in concert could provide some protection however).

Uses: Massive destruction.

Matter Creation

For matter to be created, it requires an equivalent amount of energy as would be created by splitting an atom in the first place. The energy must occur in a relatively confined area for a mage to force it into becoming matter.

Uses: Absorbing a large amount of energy.

Wave Adaptation

Because itís a relative new field, the different types of waves known and adaptable arenít many. Currently, only sound waves and the electromagnetic spectrum are known about and can be controlled, and not much in the case of electromagnetics. Because of the exact requirements of this field, most mages will not venture out of the visible spectrum, and few will go even to the infrared or ultraviolet. Anything beyond these have resulted in death.

Sense Adaptation

In order for a mage to properly interpret various waves, the waves must be adapted to be received directly as they enter the rods and cones or the cochlea. Without first enacting this, a mage cannot read the information they get and may sustain damage.

Uses: Prerequisite for Echolocation, Magnification or Infravision.

Sound Waves

At the low levels of proficiency, sound waves may only be altered in pitch and volume, not both at the same time.

Adapt Frequency

By using this effect, a mage is able to increase or decrease a soundís pitch within or out of human hearing range.

Uses: Sonic attack, communication out of natural range.

Adapt Volume

With this effect, a mage may silence things making noise or amplify existing noise.

Uses: Sonic attack, hearing noise, silence.

Echolocation

By emitting high frequency sound waves and adapting the ears to receive the information, a mage may essentially see with his ears.

Uses: Detecting altered light waves, finding way in the dark.

Electromagnetic Waves

For the time being, until a safer way to protect people is found, the use of waves beyond the infrared or below the ultraviolet are prohibited. However, within this range, adaptation has gone quite far. Because movement changes the way light acts and reflects, low level mages cannot generally hold their visual creations if the subject is moving.

Refract Light

Through this effect, light may be bent or split to accomplish several ends.

Uses: Illusions, invisibility, prisms.

Reflect Light

Mirrors and other such reflective devices accomplish the same with less precision.

Uses: Illusions, obscuring, lighting, duplicating images.

Forming Light

Although light cannot be created from absolute darkness, a mage may, with extreme concentration, increase the ambient light in an area. This takes a lot of effort and some time for the light to increase visually.

Uses: Lighting, magnification.

Magnification

Although the waves must be adapted through the optic nerves, magnification can be achieved fairly easy with concentration and steadiness.

Uses: Examinations, forensics, Matter Restructuring.

Infravision

By adapting infrared waves just before they hit the optic nerves, a magician is able to Ďseeí heat. Extreme heat sources will effectively blind this, as will large amounts of visual light.

Uses: Night vision.

Matter Restructuring

This field primarily concerns itself with healing and the making of special items. By rearranging the cells, particles, and eventually atoms, a magician may drastically transform things. In order to use this field, a magician must have ample knowledge of Wave Adaptation as well as any other fields necessary to do the work they need done. Energy Manipulation and Entropic Acceleration and Reversal both have useful applications with this field (for empowering, anesthetics and burning infected material). For healing the magician needs advanced knowledge of medicine and anatomy; for making specialized items one needs advanced knowledge of molecular constructs.

Cell Reconstruction

Although most cells replicate fairly quickly, certain ones do not and cannot repair on their own. Nerve cells, specialty cells and brain cells all need this to be repaired. Unlike most other healing in regards to Matter Restructuring, much damage is done through Cell Reconstruction. Because the damaged cells arenít often visible, exploratory surgery has to be done to access them.

Uses: Repairing spinal injuries, correcting brain damage.

Grafting

Useful in regards to burns or serious lacerations, grafting takes an undamaged, healthy cell from an area where such flesh is common and places it where damaged cells need replacement. Most often, not all cells in a damaged area are not replaced, usually just enough to ensure natural healing.

Uses: Healing, removing scars.

Molecular Restructuring

Although this can be used to repair damaged objects, most of the time it is used to create special items. Density, balance, and molecular make-up can all be changed. Items must be created from the ground up with sufficient knowledge of what one is doing.

Uses: Magic items.

Elemental Restructuring

By far the most difficult magic to enact, a team of very, very skilled mages can restructure an element by adding or removing electrons and other such sub-atomic particles.

Uses: Changing elements.

Effect:

Prerequisites:

Field:

Skill Adjustment:

Range:

Area of Effect:

Saving Throw:

Casting Time:

Energy Attack

Harnessed Energy, Shape, Direct, Release

Energy Manipulation

Skill Adjustment:

Line of Sight

3ft/lvl

Yes

7

Shape

Harnessed Energy

Energy Manipulation

Skill Adjustment:

1ft/lvl

1ft/lvl

N/A

See Above

Direct

Shaped Energy

Energy Manipulation

Skill Adjustment:

Line of Sight

1 shaped energy

Nil unless contested

See Above

Release

Shaped Energy

Energy Manipulation

Skill Adjustment:

Line of Sight

1 shaped energy

See Above

See Above

Powering

Special Item

Energy Manipulation

Skill Adjustment:

Touch

5ft item/lvl

N/A

9

Reversed Entropy Field

Atmosphere

Entropics

Skill Adjustment:

6"/lvl

5ft/lvl

N/A

3/5ft

Entropy Field

Atmosphere

Entropics

Skill Adjustment:

6"/lvl

10ft/lvl

N/A

3/10ft

Reversed Entropy Trench

Atmosphere

Entropics

Skill Adjustment:

5ft/lvl

1ft cylinder/

lvl

N/A

9

Entropy Shield

Atmosphere

Entropics

Skill Adjustment:

1ft/lvl

3ft/lvl

N/A

5

Reinforce Gravity

Nil

Inertial Tampering

Skill Adjustment:

10ft/lvl

90kg/lvl

45kg/lvl

N/A/

Yes

6/2

Reinforce Outside Influences

Nil

Inertial Tampering

Skill Adjustment:

10ft/lvl

90kg/lvl

45kg/lvl

N/A/

Yes

6/2

Reinforce Inertia

Nil

Inertial Tampering

Skill Adjustment:

2ft/lvl

90kg/lvl

45kg/lvl

N/A/

Yes

8

Lessen Friction (Object)

Atmosphere

Friction Manipulation

Skill Adjustment:

15ft/lvl

150kg/lvl

N/A/

Yes

3

Increase Friction (Atmosphere)

Atmosphere

Friction Manipulation

Skill Adjustment:

15ft/lvl

10ft/lvl square

5ft/lvl

cube

Yes

9

Increase Friction (Object)

Two Surfaces

Friction Manipulation

Skill Adjustment:

15ft/lvl

75kg/lvl

5kg/lvl

Yes

6

Create Charge

Atmosphere/

Movement

Friction Manipulation

Skill Adjustment:

Local

Local

N/A

4

Matter Destruction

Matter Restructuring, Magnification,

Atom

Matter Conversion

Skill Adjustment:

1ft

1 atom

N/A

10 rounds

Matter Creation

Energy,

Matter

Restructuring

Matter Conversion

Skill Adjustment:

2ft/lvl

100ft/lvl

N/A

9

Sense Adaptation

Ears, eyes

Wave Adaptation

Skill Adjustment:

Local

Ears, eyes

N/A

2 rounds

Adapt Frequency

Sound waves

Wave Adaptation

Skill Adjustment:

0

50ft/lvl

Yes

9

Adapt Volume

Sound waves

Wave Adaptation

Skill Adjustment:

0

50ft/lvl

Yes

9

Echolocation

Sense Adaptation, High frequency

sound waves

Wave Adaptation

Skill Adjustment:

Local

20ft/lvl

N/A

9

Refract Light

Light waves

Wave Adaptation

Skill Adjustment:

0

10ft/lvl

N/A

4

Reflect Light

Light waves

Wave Adaptation

Skill Adjustment:

0

10ft/lvl

N/A

4

Forming Light

Some light waves

Wave Adaptation

Skill Adjustment:

0

5ft/round

N/A

Round/5ft

Magnification

Light, Sense Adaptation

Wave Adaptation

Skill Adjustment:

0

1"/lvl

N/A

2 rounds

Infravision

Heat, Sense Adaptation

Wave Adaptation

Skill Adjustment:

0

20ft/lvl

N/A

2 rounds

Cell Reconstruction

Magnification, access

Matter Restructuring

Skill Adjustment:

6"/lvl

1"/lvl

N/A

100 cells/ round

Grafting

Magnification, access, healthy cells

Matter Restructuring

Skill Adjustment:

6"/lvl

1"/lvl

N/A

1000 cells/ round

Molecular Restructuring

Magnification, access

Matter Restructuring

Skill Adjustment:

6"/lvl

1"/lvl

N/A

1000 molecules/round

Elemental Restructuring

Magnification, access, adapted eyes

Matter Restructuring

Skill Adjustment:

6"/lvl

1 atom

N/A

10 rounds