Magicians have at their disposal the forces of the universe. In ATLANTIS, it is assumed that Magicians have learned a large number of Magical abilities. Instead of writing each down, it is far better to assume that if the Magician knows the Mode, he has great ability in it, and has certain skills in it. There is no need to write down every possible variation of an Attack Power or every iteration of an Influence effect, just as it makes no sense for a warrior to write down every maneuver he may do with his sword or spear.
Magic is dangerous, like holding a slumbering viper in one hand with no foreknowledge of when it will awaken. The Lawgiver set out certain rules and order for the world, yet magic seems to bend and subvert those laws. Better to study something sensible and predictable like alchemy or weather-prediction than to waste one’s breath in pursuit of a beast that cannot be tamed.
Caerwyn, Lemurian Scholar
119 MODES
Every Magic Power employed in the game has one primary effect, or Mode. This idea holds true regardless of the outward form the Magic Power takes. Does the Magic Power cause injury? Does it move an object? Once you know the Magic Power’s primary effect, you know its Mode, and how it works in the game. The following is a list of Modes; each is described in detail later in this chapter.
Attack
Like all other skills, though, Modes can be improved.
When a Hero learns a new Mode, they are actually learning many different concepts and theories of how to manipulate their Magic ability in the particular function of the Mode in question.
Magic-users never refer to Modes by name. Instead they discuss specific Magic Powers and their effects, such as telepathy or ESP.
A ttAck
DoD Mod
Damage Does damage to target’s Hit Points -1 per Hit Point damage Attack Bonus A bonus to the attack roll -1 per +1 bonus
Area May do area damage -3 per meter radius
Range 20m base -1 per additional 3m
Duration Instant for most attacks -1 per round or -3 per round for
“Burning” attacks
The Mode of Attack is a literal unleashing of destructive Magical energy to harm or destroy another being or object. Once used, Attack Magic Powers have an instant duration and their Hit Point damage amounts are equal to the level of the Magic Power being used (e.g. a level-4 Attack Magic Power inflicts 4 Hit Points of damage).
Ranged Attacks
Most Attack effects are ranged attacks and are subject to the modifiers and adjustments based on the range and position of the intended target (see Ranged Attacks in the Combat Chapter).
Attack Magic is dodged normally, whether it’s a ranged attack or a melee/close attack. The Hero uses his CR + Mode skill versus a DoD equal to the target’s DEX + Evade Skill to hit.
Example: Thalmia wants to hit an opponent with a bolt of pure light as the battle rages around her. She has the Attack Mode at level 12 and wants to hit her opponent who is 12m away for 10 points of damage. She must first cast the Magic and has a DoD equal to the level of the Magic, which is -10. She rolls a success and the Magic is now ready to throw at her opponent. She rolls her CR + Attack Mode -5 for her second action penalty to hit her opponent, who uses his DEX + Evade as the DoD to hit. If she is successful hitting her opponent, then he will take 10 points of damage.
Close Combat Attacks
Close-combat magics are also within the purview of this Mode, such as magic-generated melee weapons of pure energy. These effects last for a number of rounds as determined by the duration added to the spell. Damage is determined as normal with each level adding one point of damage.
When using such magics in combat, the Magician applies his CR + Unarmed Fighting or Melee Skill versus the target’s DEX + Evade Skill to hit.
Example: Thalmia infuses her sword with the spirit of a fiery elemental. She must determine how much damage she wants the blade to do (in addition to its normal damage). She decides that an additional 5 points of damage should be sufficient (-5 to the roll). She then determines the duration of the spell and decides that 5 rounds should be enough time (-1 for each round of duration). The total DoD of the spell is -10.
Area Effect
Area-effect Attack Magics can also be created with this Mode (windstorms, fiery explosions, etc.), and deliver damage equivalent to a standard ranged Magic of the same level. Area-effect spells
Example Uses of
“I speak Words of Power and throw handfuls of liquid flame to pain will render him unconscious long enough for me to make my escape.”
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are treated just like grenade attacks (see the rules in combat for grenade throws and Evades) and are resolved using CR + Attack mode versus a normal grenade throw difficulty. Those in the area of effect must make an active Evade roll or be hit by the damage.
Example: Thalmia wants to rain earth down on a group of ruffians. She decides that she would like to do 10 points of damage 10), to everyone within a 4-meter radius (DoD-12). The total DoD of the spell is -22.
Duration
Most durations attached to spells are used on close combat attacks (see above); however, it can be used in a number of ways.
Ranged Attacks
A normal ranged attack may have a duration incorporated into the spell. This usually represents a spell that has been cast and can be used to attack a number of times. The spellcaster must still hit with the spell every time she wants to use it, but it’s already available and doesn’t need to be recast until the expiration of the duration.
Example: Thalmia creates small orbs of flame to attack her foe. The spell will do ten points of damage (-10), and has a duration of three rounds (-3). The total DoD is -13. The small balls of flame are successfully created and may be used to attack with for 3 rounds. Each attack is done separately and uses her CR + Attack mode to accomplish.
Area effect
Area effect spells may have a duration attached to them to represent an area that is on fire or filled with poisonous gas. The spell will continue to do damage to anyone within the area of effect, until the end of the duration.
Example: Thalmia creates an acidic gas cloud in a doorway. It eats away at unprotected skin, doing ten points of damage (-10) in a four-meter radius (-12) for three rounds (-3). The total DoD to cast the spell is -25. Anyone in the area of effect will take 10 points of damage and the cloud will exist there for 3 rounds.
Burning
Attacks spells can be made to hit once but do damage over several rounds, like the prolonged effect of poison, or fire continuously burning a foe. When the Duration is used in this way the spellcaster casts and attacks with the spell once. If it hits, the spell does damage for a number of rounds equal to the duration. Any damage not mitigated by protection continues to affect the target until the duration of the spell is over.
Example: Thalmia creates a magical poison dart and launches it at a foe. The spell does ten points of damage (-10) and has a duration of three rounds (-9). She successfully cast and hits the foe with the magic dart. The target is wearing light armor (PR4) and takes 6 points of damage from the attack the first round. For an additional 3 rounds the target will take 6 points of damage (Armor mitigates no further damage, since this is the amount that initially got through).
121 ILLUSION
DoD Mod Base Illusion Level one -1 per level Features: For each feature the spell possesses -3 per Feature
Range 20m base -1 per additional 3m
Duration 10 rounds base -1 per additional 1 round
The Illusion Mode is used to create and detect artificial sensory input, such as phantasmal images or illusory sounds. These illusionary effects will appear real, though they lack substance. The standard level-1 Illusion effect will register to a single sense (i.e. sight, but not touch, smell, taste, or hearing), but has no motion capabilities. For each +3 effect levels, the effect can include another feature, from the following list:
► Sensory Enhancement: Illusions can be enhanced by the addition of other sensory elements, such as sight, sound, taste, touch, and sound. Like all aspects of the Illusion effect, these sensory enhancements may seem real to others but will lack any actual substance.
► Motion: A visual effect can also be made to move. The Magician must be within the effect’s range and be able to sense the effect in order to control its motion. An Illusion effect may also be tied to an object or being so that it moves with the target; for instance, a Magician could wear an illusory cloak.
► Details: The base illusion is relatively detailed, but only to a point. With this enhancement, the Illusion effect may take on a new depth of vivid detail, such as reproducing the exact features of a complex map, enhancing the perceived value and quality of an item, or perfectly copying the features of someone’s face.
Example: Alcmene wants to create the illusion of a deer in the woods. To do so is a DoD-1. If she wants the illusion to make sounds, such as crushing leaves or twigs breaking as it walks, that requires a Sensory Enhancement (-3). If she wants it to have a musky smell, that’s an additional Sensory Enhancement (-3). If she wants those who see the deer to be able to physically touch it, that an additional Sensory Enhancement (-3). If she would like it to move freely around the forest, that’s a Motion feature increasing the DoD again (-3). If she wants that deer to pass a detailed inspection she would have to add the Details feature for an addition -3 to the DoD. The total DoD for the forest deer is DoD-16.
Magnitude
The sound, volume, brightness, and apparent size of the Illusion effect can be enhanced by increasing its magnitude. Each level of magnitude increases the DoD by one.
► 1 Magnitude added: as loud as a shout, as bright as a torch, as big as a humanoid.
► 2 Magnitudes added: as loud as a trumpet, as bright as a campfire, as big as a horse.
► 3 Magnitudes added: as loud as a cheering crowd, as bright as a bonfire, as big as a wagon.
► 4 Magnitudes added: as loud as thunder, as bright as a lightning flash, as big as a house.
► 5 Magnitudes added: as loud as a hurricane, as bright as the sun, as big as a ship.
Example: Thalmia wants to create a crowd of people that run through the streets rioting.
The illusion requires motion and sound for a total of DoD-7 so far. If she wants the ruckus caused by the illusion to be loud she must add a Magnitude to the spell. She determines that a Magnitude 3 is in order, making the DoD-10.
Resisting Illusions
The Hero must have some inkling that an illusion is being used before he is allowed to detect if the phantasm is real or not.
Magicians can detect and resist any Illusion effect by using their PER + Illusion Mode skill, with the Effect level of the spell being used as the Degree of Difficulty for the attempt.
Beings without the Illusion Mode must rely on their wits and observation to determine if something is real or not. This is accomplished by having the Hero make a PER + Investigation roll versus the Illusion’s Effect Level as the DoD. Success indicates that the viewer suspects the Illusion effect to be unnatural or artificial in some way.
Example Uses of the Illusion Mode
“I bend light away from myself, altering the flow of what is perceived by those around me, rendering myself invisible.”
“I make the hidden gesture, pointing at my assailants and opening their eyes to the ‘truth’
that they hold not swords, but serpents!”
“I create the illusion of my face resembling the Baron’s, so I can infiltrate the party without suspicion.”
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Invisibility
The Illusion Mode can be used to render a target invisible. Invisibility is a very complex effect, as it must exactly mimic the environment around the target. Invisibility for a single, stationary individual is a level-10 effect (1 level for the basic illusion plus 9 levels of complexity). If the Hero wants to stay invisible while moving, add 3 levels for a total of 13. Every order of magnitude allows the Hero to cloak two additional man-sized people or one large creature.
Making Light
Illusion effects can also be used to produce illumination. A small, stationary globe of light is a simple, level-1 Illusion. By adding 3 levels, the ball of light will move with the Magician. This light can be used to blind enemies by directing it into their eyes. To accomplish this, the Magician must make a ranged attack roll using her CR + Illusion Mode with an additional penalty of -7 for aiming at a small target (the eyes). If successful, targets are blinded for three rounds, +3 rounds for each magnitude feature added to the effect. Illusions can be produced anywhere within the range of the effect, and can also be activated while scrying, in which case the range of the effect is unlimited.
Phantasmal Visage
Illusions can be useful tools when attempting to fool or trick another. Charlatans and others may use illusory creations to gain a slight bonus to their attempts to fool or influence others.
When appropriate, an illusory effect may provide a bonus; it does so at a rate of +1 Skill per 3 spell Effect Levels. Influence and Deception are the Skills most commonly affected by such a bonus, but creative players may find other ways to utilize the Illusion Mode.
123 I nfluence
DoD Mod
Mental Attribute: Increase or decrease INT or WIL -3 per +/- 1 INT or WIL Resistance WIL+ Resolve vs Effect Level
Area Single target base -1 per additional target
Range Line of sight
Duration 1 round base -1 per additional 1 round Magic Powers that effect and manipulate a being’s thoughts and emotions fall within the sphere of the Influence Mode. The subject of an Influence effect will obey a single command from the magic-user, such as “Halt where you are,” “Sleep,” or “Tell me your name.” The command is sent into the subject’s mind, and need not be spoken aloud, unless the magic-user so desires. The subject will attempt to carry out the instruction to the best of its ability until the duration of the Magic Power elapses.
No subject can be ordered to accomplish an instruction that contradicts its basic nature or abilities.
Example: A person cannot be commanded to fly.
Dangerous actions, such as attacking an enemy, can be commanded and obeyed, but blatantly harmful or suicidal actions will suffer penalties (at GM’s discretion). This includes instructions to attack a being many times more powerful than the subject; commanding an unarmed civilian to attack an armored patrol might warrant a -10 penalty, while an experienced soldier would do so at only -1.
Resisting the Influence Effect
The target of an Influence effect can resist being controlled by making a Resolve Skill roll with a DoD equal to the Effect Level.
Example: Thalmia is at a symposium investigating a corrupt noble there. She shadows him to his private room and confronts the guards outside. As she walks past the guard she waves her hand and tells the guard “You did not see me.” Thalmia decides that the Effect Level will be 12 and makes her roll, getting a success. The guard now has a DoD-12 to resist the Magic.
Note: Levels of duration do not factor into the difficulty to resist the Influence.
Altering Mental Attributes
Additionally, a magic-user may alter a target’s scores in any mental- or social-type Skill or Attribute. For example, a Magic Power that would see the target become forgetful or scared might have the same effect as lowering the target’s INT or WIL ratings.
Example: Later, in the corrupt noble’s room, Thalmia confronts the noble and asks where he is keeping the daughters of the peasants he is holding hostage. He refuses to answer, but once again Thalmia uses her Magic power to loosen his tongue. She reduces his WIL by three points.
The DoD of this is -9. She is again successful and the noble’s resolve erodes and his tongue starts to wag.
The subject of an Influence effect recalls the events that occurred while under the Magic Power’s control. If the magic-user attains a Critical Success on the Magic Power roll, the target will believe the actions undertaken were his own idea and not suspect the influence of Magic, no matter how strange or uncharacteristic the deeds were.
Example Uses of the Influence
“I psychically weaken his Mode desire to search everywhere in the room; he will lose the will to search before checking the barrel where the bloodstained sword is hidden.”
“I speak words of arcane commanding to the ghost, and demand that it serve me.”
“I alter the summoned beast’s rage so that it desires only to
attack my foes.”
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K inetic
DoD Mod
STR: STR+0. May lift 50 kilograms -3 per STR+1
SPD: Base SPD-4 that allows 10m per round movement -3 per SPD+1
Area 0m radius base -3 per 1m radius
Range 20m base -1 per extra 3m
Duration 1 minute base -1 per additional 1 minute This is the Mode for any Magic Power effects that move, levitate, or manipulate objects and beings without the magic-user physically touching the target. Levitation and all similar effects made possible by the Kinetic Mode require the magic-user’s full attention and concentration to maintain.
It is not possible to use other Magic Powers while levitating upward or while manipulating a target, though it is possible to leave the item or being suspended motionless in the air without canceling the Magic Power while the magic-user turns his or her attentions to creating another effect. To initiate a Kinetic effect, a magic-user must have line of sight with the target, though his vision can be augmented mechanically or magically.
A Kinetic Magic Power at level 1 can affect up to 50kg (STR +0), and allows the Magic Power user to control the target range up to 20 meters (base range). For each 3 levels of the Magic Power (starting at level 3) the effect gains a +1 STR rating, and adds 50kg to the total weight allowance.
Objects or creatures manipulated with this Mode travel at a default SPD of -4 and can be moved anywhere within the Magic Power’s effective range. The focus of the power can be made to move faster by increasing the SPD level of the Magic. For every +3 difficulty the SPD increases by +1.
Example: Thalmia is escaping the symposium across a rooftop with a group of guards and an angry, corrupt noble in pursuit. She comes to the edge of a building and needs to make it across to the next. Alcmene is a slightly built Triton and weighs only 50kg, so there is no penalty for her weight. However, she wants to move quickly across and at a SPD of +0 instead of the
Example: Thalmia is escaping the symposium across a rooftop with a group of guards and an angry, corrupt noble in pursuit. She comes to the edge of a building and needs to make it across to the next. Alcmene is a slightly built Triton and weighs only 50kg, so there is no penalty for her weight. However, she wants to move quickly across and at a SPD of +0 instead of the