TOTEMS Bat
Comentary: The bat is a survior who has lived since the dawn of time, he prefers to evade danger but fights when cornered and always seeks to destroy evil. Enviroment: Darkness
Advantages: +2 dice to detection & healing spells. Disadvantages: -2 dice to detection in sunlight. Raven
Comentary: Raven is a trickster, clever and devious. Raven is also the transformer, responsible for changes. He is a living contradiction greedy and generous by turns.
Enviroment: Anywhere under the open sky. Advantages: +2 dice to manipulation spells.
+2 dice for conjuring wind spirits. Disadvantages: -1 dice to combat spells.
+1 to target numbers if not under the open sky.
Eagle
Comentary: Eagle is the highest-flying bird in the sky, and so comes close to heaven. He faces the rising sun at dawn and is lord of the highest peaks. Eagle is proud, solitary, and sees everything that happens on the Earth over which he flies.
Enviroment: Mountains
Advantages: +2 dice to detection spells.
+2 dice for conjuring wind spirits.
Disadvantages: An Eagle shaman will not tolerate evil or ignoble actions. He is a fierce defender of the land and the purity of
nature, with a strong distrust of technology and its tools. Polluters and other who would damage the land for profit are Eagle's
enemies, and he will brave any danger to defeat them. Double all power losess caused by
adding cyberware, because of the psycological impact this has on the Eagle shaman.
Wolf
Comentary: Wolf is the hunter and warrior. He is brother to all his pack, and fiercly loyal to his mate and
cubs. As the ancient saying goes, Wolf wins every fight but one, and in that one, he dies.
Enviroment: Forest, Prairie, or Mountains
Advantages: +2 dice to detection and combat spells.
+2 dice for conjuring forest or prairie spirits. Disadvantages: A Wolf shaman is loyal to his friends and
family until death. Nothing can make him betray those bonds. He will not show cowardice. When a Wolf shaman extends his protection to another or otherwise accepts a responsibility, nothing will make him betray that bond. Hoever, Wolf can go berserk when wounded. Whenever a Wolf shaman is wounded, he must make a willpower test with a target number equall to his wound condition. He will go berserk for 3 turns, minus 1 turn for every success. A berserk shaman will
attack the closest living thing, using his most powerful weapons (either magical or physical). If the shaman kills or incapacitates an enemy, or when the time is up, he snaps out of it.
Leopard
Comentary: Leopard is solitary, hunting by day or night. He uses stealth to take his prey unaware, then strikes swiftly with power. Leopard does not kill wantonly he takes the weak and the sick to preserve the eternal balance.
Enviroment: Desert, Forest, Prairie, or Mountains Advantages: +2 dice to combat spells.
+2 dice for conjuring prairie spirits. Disadvantages: A Leopard shaman has two, pride, and
stubborness. When insulted or forced to do something the shaman will resist and take vengence if possible, even at his own expense stopping just short of suicide. Add +1 to target numbers when engaging in group sorcery because of Leopard's indiviualist nature. CONJOURING
Summoning Daemons
Both Shamans and Mages can summon a Daemon so long as they have the proper ritual formula. The beings conjured are actualy the astral projections of alien creatures from what is thought to be alternate dimensions or other worlds. Daemons are not actualy good or evil but have inhumman thoughts and values which usually conflict with normal morals or ethics.
Summoning Daemons is a difficult and dangerous activity that is not reconmended for any but the most powerful and
experianced shamans or mages. The difficulty lies in the
nessecity of using a specific formula for each individual Daemon or type of Daemon, any variation of the formula will produce failure or bizzare results. The greatest danger is in
controling the Daemon, the summoning formula does not usually inculde the binding formula which is even more exacting.
The force, form, and powers of Daemons are fixed, determined by the particular being summoned, if the Daemons force is unkown this also adds a dangerous element of
uncertainty to the summoning.
SORCERY
Astral Shelf [*** This Spell Not Available ***] Drain: D2 Type: Mana Duration: Sustained Effect: This spell maintains an astral force "pocket" that
stores spells until released by the mage.
The pocket can hold a number of force points equal to the magic rating of the caster multipled by his willpower attribute. When a spell is placed within the pocket drain is checked for but the success roll is made in secret by the referee and unless a total failure (which would not produce a spell to enter the pocket) the degree of success is not revealed until the spell is relased. When a spell is relased it is
treated as if it had just been cast requiring no addtional rolls by the mage unless it needs to be sustained in which case drain rolls would be made at normal intervals.
Strength
Drain: ??? Type: Physical Duration: Sustained
Slow Metabolism 1 - 6
Drain: M(Lvl) Type: Physical Duration: Sustained Effect: This spell is very simular to hibernate except that
it causes the targets metabolism to slow down. However the decrease is much less that hibernate and the target maintains full concsiousness. The targets bodliy functions are slowed by 0.25% per level of the spell. This also reduces the
quickness attribute by the same ratio droping fractions. Speed Metabolism 1 - 6
Drain: M(Lvl) Type: Physical Duration: Sustained Effect: This spell is the boosts the targets metabolic rate
allowing him to act much more quickly.
The targets bodliy functions are increased by 0.25% per level of the spell. This also raises the
quickness attribute by the same ratio droping fractions. The target ages and must consume food at the increased rate.
Polymorph I (lesser)
Drain: D2 Type: Physical Duration: Sustained Effect: The mage can with a sample of a creatures gentic code
transform herself physicaly into an idential duplicate of the creature gaining all physical attributes and
abilities of the creature while retaining the mage's mental attributes. The change in attributes cannot be more than twice or less than half the mage's own values or the spell will fail.
Polymorph II (greater)
Drain: F3 Type: Physical Duration: Sustained Effect: The mage can with a sample of a creatures gentic code
transform herself physicaly into an idential duplicate of the creature gaining all physical attributes and
abilities of the creature while retaining the mage's mental attributes. The change in attributes cannot be more than three times or less than one third the mage's own values or the spell will fail.
Regenerate
Drain: F3 Type: Physical Duration: Sustained Effect: This spell completely heals wounds by regrowing the damaged tissue. The base healing of D1 is adjusted upwards with each extra success. Each success beyond the first replaces one organ or limb. Healing time is determined by the minimum wound healing time divided by any unused successes.
Powerblast
Drain: D2 Type: Physical Duration: Instant Manablast
Drain: D1 Type: Mana Duration: Instant Effect: Two area attack spells with a staging of 1.
Cateyes
Drain: L1 Type: Physical Duration: Sustained Effect: This spell bestowes the recipent low-light vison. Infravison
Drain: L2 Type: Physical Duration: Sustained Effect: This spell bestowes the recipent thermographic vison.
Drain: M1 Type: Mana Duration: Sustained Effect: This spell allows two-way mental communication between
the caster and any being he can see or has formed a magical link with.
Reflect Spell
Drain: M1 Type: Mana Duration: Sustained Effect: This spell will cause any other spell directed at someone protected by it to reflect upon the caster (or area about caster) of the other spell. The total successes of the reflect spell are compared to each of the following spell(s), if the reflect spell has more successes then the spell is reflected back, otherwise it functions normally.
Flight
Drain: M2 Type: Physical Duration: Sustained Effect: Flying is an advanced form of levitation. Giving the caster (or target) the ability to hover, fly, and manuver in the air. The target number is 4 plus 1/25 kilos extra weight being carried by the mage. ie. if he has 37 Kilos of equipment he is carrying then that is a target number of 6. (4 + 2/25) The speed at which they can travel is equal to the number of successes times willpower of the flyer. Number of successes cannot exceed the force of the spell.
SPELL RESEARCH
Componet Target Number
Base Difficulty +4 Caster +0 Touch Target +2 Sight Target +4 Caster Area +8 Sight Area +10 Mana +0 Physical +2 Instant +0 Sustained +2 Permanent +4 25% Change +0 50% Change +2 75% Change +4 100% Change +8 125% Change +10 150% Change +12 175% Change +14 200% Change +16
Exclusive -2 Reusable Fetish -1 Expendable Fetish -2
Verbal -1
Somatic -2
DRAIN: CODE = ORIGINAL TARGET/4, STAGE = CODE/2 KARMA: COST = 1 POINT PER WEEK OF RESEARCH
TIME: EACH WEEK OF RESEARCH REDUCES THE TARGET BY 1 POINT. SUCCESS: ONE OR MORE ROLL > TARGET = SPELL KNOWN AT FORCE 1. DICE: DESIGN SKILL + INTELLIGENCE = NUMBER ROLLED
Magical Items:
Item Name Power(s) Cost
Enchanted Weapon Astral Presance, add's level to weilders armed combat skill. If attuned to a mage can be used
as a power focus of equall level. Lx45000 Enchanted Armor Astral Presance, add's level to
weilders dodge and/or defence pool. If attuned to a mage it will add to
the mage's spell defence. Lx45000 Ring of Enemy Detection Locates beings within LxMeters that
have hostile intentions directed
at the wearer. Lx
Ring of Invisibility Conceals the wearer from normal
sight. Lx
Amulet of Telepathy Enables mental communication between
user and one other target. Lx *****
MAGIC ITEM KARMA COST
Type Karma
Expendable Fetish Focus 0xL Specific Spell Focus 1xL
Spirit Focus 2xL
Spell Purpose Focus 3xL
Spell Lock 4xL
Power Focus 5xL
Magic Weapon/Armor 6xL
Cost: 7500y x Karma MAGIC ITEM CREATION
Target Number: 10 + L
Skill: magical theory must posses item creation formula Target Number: 4 + L
Karma Cost: by item
Skill: ritual sorcery material Cost: 1000xkarma Spirit Item Binding
spirit must be successfuly conjured before binding
Karma Cost: (item multiplier x item level) + spirits force Spirit Force: equal or greater than item level
Material Cost: normal conjuring cost Spirit item spell powers
mage must know spell at desired force
the total number of all spells to be used by spirit cannot exceed the spirits level.
Karma Cost: force of spell(s) Material Cost: none
*******
Wand of Mana Bolts
spell focus (mana bolt) L6 1x6=6
fire spirit L6 1x6=6
attunement 1x6=6
mana bolt (force 6) 1x6=6
total 24
x7500y = 180,000y Rod of Fire
spell purpose focus (combat) L6 3x6=18
fire spirit L6 1x6=6
attunement 3x6=18
fire bolt (force 6) 1x6=6
fire cloud (force 6) 1x6=6
fire dart (force 6) 1x6=6
fire missile (force 6) 1x6=6
fireball (force 6) 1x6=6
fireblast (force 6) 1x6=6
total 78
x7500y = 585,000y
Priority Magic 0 1 2 3 4 5 0 1/128 1/64 1/32 1/21 1/16 1/12 1 1/64 1/32 1/16 1/10 1/8 1/6 2 1/32 1/16 1/8 1/5 1/4 1/3 3 1/16 1/8 1/4 1/3 1/2 1/2 4 1/8 1/4 1/2 1/2 1/1 1/1 1970 1980 1990 2000 2010 2020 6 7 8 9 10 0 1/10 1/9 1/8 1/7 1/6 1 1/5 1/5 1/4 1/4 1/3 2 1/3 1/3 1/2 1/2 1/2 3 1/2 1/2 1/1 1/1 1/1 4 1/1 1/1 2/1 2/1 2/1 2030 2040 2050 2060 2070