

Native to the planet Peryton, the Perytonians are a tall, horned humanoid race that remind many humans of devils or demons. They have tall, knotted horns, conical heads, and skin colors that include maroon, bright red, orange, green and yellow. Their most amazing feature is not anything physical; it is their ability to manipulate electromagnetic energy into an art they consider to be magic.
Perytonian Energy Wizards, as the most accomplished of these energy manipulators call themselves, can create fire, lightning shoot from their hands, can surround themselves with force fields, and can even seem to warp time and space around them. Even unarmed, an experienced Perytonian Energy Wizard who is smart enough and powerful enough could face down an enemy mecha and come out on top.
Peryton was another planet visited by the Tirolian scientist Zor, who had heard rumors that powerful lines of life energy crisscrossed the planet, providing the Perytonians with much of their power. He hoped the abundance of this energy would help the flower of life take root and grow. He also hoped that these Perytonian energy wizards would have some inherent wisdom he could tap into. Tirolian mythology is not that different from human myth when it comes to magic, and Zor hoped he would find old, wizened Perytonian mages in tall towers who had been contemplating the meaning of the universe and unraveling its inner secrets for eons.
What he found instead was a cursed world turned into a wasteland by a war that never ended.
The Infernal War
Much of Peryton has been laid waste for centuries by what is known as the Moebius battle, or the Infernal War. From dawn until dusk, every day, somewhere on the surface of the planet, a titanic battle appears out if nowhere between two warring factions of Perytonians who are long dead. They are cursed to fight out their battle every day for eternity. The battle is very real and very deadly, and always seems to appear near or in population centers. Nobody knows where it will appear next.
The battle is no illusion and the combatants do not appear to be ghosts. The combat between these two magic-wielded forces damages the area where it appears, sometimes destroying entire towns. And the battle is steadily growing larger.
Whenever someone, be it a Perytonian or even an alien visitor to that world, dies during battle, they are swept up in it. The victim appears alive and well the next morning wherever the battle has appeared and is compelled to fight its participants until dusk, when they disappear along with the rest of the battle. This includes the Invid.
Removing someone from the battle does no good. As soon as the sun sets, they are gone, and will reappear wherever the battles rages, weapons and armor in the exact same condition as when they were first caught up in the never-ending combat.
Perytonians have been trying to find a way to end this war for centuries. They fear, rightly so, that one day it will grow to consume the entire planet. Their efforts to end this battle have failed, and many times the brave Perytonian who sought to examine and unravel its mysteries died in the attempt and become one of the cursed warriors doomed to fight for eternity.
Zor thought the Infernal War started at one of the larger super energy pools on the planet, where many of these lines converged. He theorized that the battle unleashed such powerful energy and caused so much death that it caused a distortion in time and space. A wound that has never healed. He suspected that the battle shows up at or near Perytonian cities because they all tend to be built along these lines of energy and/or where the energy pools. But how to stop it? Zor had no clue. He believed that only someone steeped in Perytonian magic and history, and who better understood the planets powerful energies, would have to come up with a solution.
Despite all of this Zor chose to plant the flower of life along these lines of energy. Again seeding them artificially to get them to grow. Again, the flowers of life that grew there were mutated and useless to anyone except the Invid, who could derive both nutrition and weak levels of Protoculture from them.
Invading Peryton was a little different for the Invid this time. When it came to the Perytonian energy wizards and their cursed world, the Invid were uncharacteristically superstitions. Unlike many other races, who try to lay a scientific explanation to how Perytonians wield such power, the Invid accepted their use of magic at face value, and have a significant appreciation for what they think a powerful Perytonian energy wizard could do. The Invid, for once, used diplomacy, backed by the threat of invasion, to leverage themselves into de facto leadership of the planet.
Using some of the most powerful Perytonian energy wizards as puppets, the Invid built their hives far away from Perytonian cities (and, not coincidentally, far away from where the Moebius battle appears). The Perytonian energy wizards then sold many of their own people into slavery to the Invid in return for the ability to be left alone and in return for political power. The Invid Regent and his scientist used a strategy of divide and conquer in a rare show of insight, and soon Invid control of the world was cemented without a shot being fired, though some would say that the rivalry between the powerful wizards was so intense that all the Invid had to do was show up.
Perytonian R.C.C.
In many ways Perytonians are similar to humans. They appear to be mammals, eat the same kinds of foods, reproduce in a similar fashion and their thinking is along the same lines. Physiologically the only species closer to humans are the Praxians and the Tirolians (both of whom are essentially identical and genetically compatible, raising many questions about the origins of all three). They are most certainly aliens, but they have the bodies that humans can understand and relate to even better than they can with the Karbarrans and Garudans.
While most of the noble individuals in the Expeditionary Force have been able to overcome these knee-jerk reactions to them through heroic conduct, self- sacrifice and teamwork, some humans still prefer to keep their distance from Perytonian teammates and never completely trust them. The Perytonians have not only noticed, this disdain and aloof behavior but have investigated and discovered the cause of these apprehensions and find them offensive. (Perytonians are notoriously easy to offend in the first place). The two species are cool allies, but it is unclear if the two will become true friends or trusted allies in the way that the Praxians and the Karbarrans have become friends with humanity.
Perytonian R.C.C.
Alignment: Most tend to be Principled (10%), Scupulous (10%), Unprincipled (30%), Anarchist (30%), Aberrant (10% with their own code of honor), Miscrent (5%), and Diabolic (5%).
Attributes: I.Q 3D6, M.E. 4D6+3, M.A. 2D6+2, P.S. 3D6, P.P. 3D6, P.E. 3D6+4, P.B. 2D6+3., Spd.3D6
Hit points: P.E. attribute number to start, +1D6 additional hit points per each new level of experience, starting with level one.
S.D.C.: As per O.C.C.
P.P.E.: 6D6 to start, +2D4 per each level of experience starting at level one, for the average
Perytonian. Energy wizards start with much more. (See below)
M.D.C.: By armor only.
Height: 6 foot+3D6 inches.
Weight: 100+3D6x10 pounds
Natural abilities: Night vision 600 feet, inquisitive minds, high M.E and P.E. Attributes and a natural aptitude for energy magic.
Energy Manipulators (Special): The average Perytonian does not develop his or her ability to manipulate energy to its maximum potential, just like most humans never develop their talents to their full potential, leaving most of the population (96%) as dabblers in magic, as opposed to full-fledged Energy Wizards. Besides, not everybody on the planet can go around studying esoteric arts for their entire lives. Somebody has to clean the streets, build houses and raise crops. However, the remaining 5% (a very large part of the population if you think about it), does focus fully on magic, becoming Perytonian Energy Wizards (See Below).
Bonuses: +2 to save vs. Insanity, +2 to save vs Possession and mind control of any kind, +1 to save vs magic, +1 to save vs, horror factor.
Combat: As per O.C.C., but all Perytonians have horns of some kind or another that they can use in melee combat. A head butt does 2D4 S.D.C. damage and goring with horns does 3D6 damage.
Almost all Perytonians avoid wearing heavy armor or being enclosed inside small spaces, like a mecha cockpit. Plus, their horns and head shape make the use of some mecha impossible without specially designed helmets.
Note: Skills, Equipment, Monthly wage and other character details are per the chosen O.C.C.; the above applies to all non-energy wizards.
Experience Table: As per O.C.C.; See the Robotech The Shadow Chronicles RPG for a range of UEEF O.C.C.s
Perytonian Energy Wizard R.C.C.
The Perytonian Energy Wizard has dedicated his life to mastering the secrets of what the Perytonians call magic. He has attuned his body to the mystical world, turning himself into a living battery of life energy, known as potential psychic energy (P.P.E.).
They tend to lean toward the scholarly arts, though the very nature of energy magic also results in them having some combat training as well. Duels between Perytonian energy wizards can flatten much of the landscape, after all.
Perytonian Energy Wizard R.C.C.
Being a Perytonian Energy Wizard is an occupation and position in and of itself, so below are the specific stats, skills and abilities of Perytonian Energy Wizards.
Alignment: Most tend to be Unprincipled (30%), Anarchist (30%), and Aberrant (10% with their personal code of horror), Principled (5%), Scrupulous (10%), Miscrent(5%), and Diabolic (5%)
Hit Points: P.E. attribute number, +1D6 additional Hit Points per each level of experience, starting with level one.
S.D.C.: 3D6+3. Plus any from physical skills.
P.P.E: see Perytonian Energy Magic and P.P.E., below
M.D.C.: By armor only.
Height: 6 feet +3D6 inches
Weight: 100+3D6x10 pounds
Natural Abilities: Nightvision 600 feet, inquisitive minds, high M.E. and P.E. attributes and a natural aptitude for energy magic.
Energy Manipulators (Special): The Perytonian Energy Wizard spends much of his life studying, developing and mastering the arts of Energy Magic. See Perytonian Energy Wizard, magic and P.P.E., below for complete details.
Bonuses: +2 to save vs insanity, +2 to save vs possession and mind control of any kind, +2 to save vs magic, +2 to save vs Horror Factor and +1 to perception rolls (any) Spell Strength increases/ bonuses are described in the magic section under Saving Throws.
Combat: As per magic abilities, weapon or melee combat. The horns of a Perytonian is a natural weapon. A head butt attack does 2D4 S.D.C. damage and goring with horns does 3D6 damage. All Perytonians have horns of some kind or another.
O.C.C. Skills
Speak and Read Perytonian: 98%
Language: Tirolian (+20%)
Literacy: Tirolian (+20%)
One additional language and literacy of choice (+10%)
Advanced Mathematics (+10%)
Barter (+10%)
Computer Operation (+10%)
Two espionage Skills of choice (+5%)
Public speaking (+10%)
Lore: One of choice (+20%)
Research (+10%)
Pilot hovercycles and Hover Vehicles (+5%)
W.P. Energy pistol
Hand to hand: Basic
O.C.C. Related Skills: These are additional skill choices related to the characters training and background. Select four of the other skills at level one, plus one additional skills at levels 3, 8, and 12.
Communications: Any (+10%)
Domestic: Any (+5%)
Electrical: Basic electronics only
Espionage: Any
Mechanical: Basic mechanics only
Medical: None
Military: None
Physical: Any except Acrobatics, Boxing, Gymnastics, Wrestling or a superior hand to hand
Pilot: Any except military or mecha
Pilot related: Any (+5%)
Science: Any (+10%)
Technical: Any (+10%)
W.P. Any
Wilderness: Any
Secondary Skills: Select two skills from the secondary skill list in the skills section of robotech the shadow chronicles RPG at levels 1, 3, 7, 10, and 13. These are additional areas of knowledge and do not get any bonuses other than possible bonuses for having a high I.Q. All secondary skills start at the base skill level.
Standard equipment: An extensive wardrobe of colorful robes that hide light armor underneath (50 M.D.C., no physical penalties, not environmentally sealed), one energy pistol of choice (usually Tirolian) with 3 extra magazines or energy clips, a Perytonian hand-held computer, flashlight, a knife, food rations, canteen and personal items. Those working for the UEEF will receive an energy rifle or pistol, four additional energy clips, CRV-1 body armor (Cannot use the standard helmet; getting a customize helmet made is the characters choice and expense, typically costs 2D4x1,000 credits), 1D4 grenades and a conventional vehicle, usually a hovercraft or hovercycle.
Monthly wages: most perytonian wizards have a secret stash of valuables, such as gems and other small valuable goods with a value of 2D6x1,000 credits. Those joining the UEEF will receive a warrant officers monthy wages of about 3,800 credits per month.
Experience table: Use the veritech pilot experience chart in the robotech the shadow chronicles RPG.
Perytonian Magic and P.P.E.
All perytonians can tap into their own life force, known as potential psychic energy P.P.E. and use it to create feats of magic.
Every living being has some amount of P.P.E. most humans and aliens have very little, because they have unwittingly spent their P.P.E. on occupational skills, hobbies and other interests.
Permanent P.P.E. base. 2D6x10+20 P.P.E to start, +10 P.P.E. for each additional each level of experience, starting at level one.
The perytonian mage learns to nurture and hold P.P.E. inside of him, becoming a living battery or receptacle of magic energy. This energy can be drawn upon at will to create magic/cast energy spells.
Each magic spell invocation requires a certain amount of P.P.E. to preform it. Each spell description indicates how many P.P.E. points are needed to create that particular magic effect.
P.P.E. spell costs: The amount of P.P.E. needed to cast a particular spell ranges from as little as one point to more than 100. The most expensive spells tend to have the most spectacular effects, but it is actually the less expensive spells that are the most practical and helpful in everyday life, staying alive and combat. The Perytonian Energy Wizard should be able to summon forth his own impressive amount of P.P.E. to cast most spells.
All Perytonians, including Energy Wizards, can only learn spells that they have P.P.E. to cast when their current maximum. As they grow in age and experience so does their P.P.E. reserve, allowing them to select and cast more powerful spells. Perytonain Energy Wizards are no different, except that they have much higher P.P.E. reserve to start with. Most avoid selecting spells that will deplete their P.P.E with one casting, leaving them potentially defenseless and powerless for hours until the recover.
Recovery of P.P.E.: When a spell is cast, the Wizard loses P.P.E. points equal to the cost of the spell. This loss is temporary, and the points will replenish themselves naturally. For the Energy Wizard, P.P.E. recovers at a rate of 10 P.P.E. for every hour of rest or sleep. 20 P.P.E at a line of energy or an energy pool.
Understanding Magic. Pertonians must concentrate and have their hands free to cast, weaving them about in arcane gestures that helps to focus their concentration and power. It usually takes one melee action to cast a spell. Each spell cast takes one melee attack. Some spells are direct energy attacks that must be dodged or otherwise avoided by the wizards opponent, but others require the target to make a saving throw.
The base saving throw against spell magic is 12. As an Energy Wizard increases in experience levels, he receives bonuses that increase his spell strength which makes the saving throw more difficult for the victim to beat. Perytonian Energy Wizards get a bonus of +1 to Spell strength at levels 4, 7, 10 and 14.
To save against a magic attack, the player rolls a 20-sided die and must match or better the magic attack. Defenders always win ties.
Canceling magic: The spell caster of the magic can cancel/stop its effect of influence instantly at any time. Likewise, the wizard does not have to create the magic for its full duration, but can impose any amount of time, as long as it does not exceed the maximum possible duration. The same is true of damage. The spell caster may intentionally reduce the amount of damage a spell inflicts, but the player must announce this intention, otherwise it is assumed the FULL damage (or duration) is used.
Technological Effects on magic: trying to cast magic from inside a vehicle or mecha is impossible, causing the magical effect/damage the strike those inside the vehicle (cannot penetrate the walls of the vehicle; even novice students of magic are taught this). As a result the wizard must at least open a window or hatch, and stick his head and upper body out ( a nice target for snipers) to weave his magic. Many spells also require line of sight to strike a specific target; the spell caster must be able to see his quarry.
Perytonian Energy Spells
The following is a list of spells that are commonly known to Perytonian Energy Wizards.
A larger list of potiential spells is available in the rifts ultimate edition role-playing game, as well as expanded rules on magic and P.P.E. the use of rifts spells are at the game masters discretion, and he or she has final word on which spells can be used in the Robotech setting. Remember that Perytonian magic focuses on the manipulation of energy, which includes things like energy attacks, illusions, and energy fields. So they will be unlikely to have spells like Domination or Charismatic Aura.
Spell List
The number in parenthesis is the P.P.E required to cast that spell.
Blinding flash (1)
Call Lightning (15)
Cloak of Darkness (6)
Cloud of Smoke (2)
Extinguish Fire (4)
Globe of Daylight (2)
Levitation (5)
Thunderclap (4)
Magic Armor ( Armor of Ithan; 10)
Chameleon (6)
Energy Bolt (5)
Ignite Fire (6)
Invisibility: Superior (20)
Impervious to Fire(5; self)
Lightblade (20)
Invisibility: Simple (6)
Wind Rush (20)
Electric Arc (8)
Lightning Arc (30)
Energy Field (10)
Negate Magic (30)
Fire Bolt (7)
Shockwave (45)
Multiple Image (7)
Speed of the Snail (50)
Energy Disruption (12)
Giant (80)
Meteor (75)
Fire Ball (10)
Mystic Portal (60)
Impervious to Energy (20)
Firequake (160)
Dispel Magic Barriers (20)
Blinding Flash
Range: 10 foot (3m) radius; up to 60 feet (18.3m) away.
Duration: Instant
Saving Throw: Standard; -1 if 3 P.P.E. points are pumped into this spell.
P.P.E.: One
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3m) radius. Victims are blinded for one to four melee rounds, and are -10 to strike, parry and dodge. The chance of falling is 01-50% every ten feet (3m). The magic can be cast up to 60 feet (18.3m) away. Saving throw is standard; those who successfully save vs magic are not blinded. Note: does not affect robotic, bionic or cybernetic eyes.
Cloud of Smoke
Range: 90 feet (27.4m)
Duration: Four melees (one minute) per level of experience.
Saving throw: None
P.P.E.: Two
This magic enables the mage to create a cloud of dense, black smoke (30x30x30 feet 9x9x9 meter maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet (0.9 m) within the cloud, and even then that means only blurry shaoes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.
Globe of Daylight
Range: Near self or up to 30 feet (9.1 m) away.
Duration: 12 melees (3minutes) per level of experience.
Saving Throw: None
P.P.E.: Two
A small globe or sphere of true daylight magically created. The light is bright enough to light up a 12 foot (3.6 m) area per each level its creators experience.because it is daylight, it can ward off vampires and most other types of undead and deamons who fear or are hurt by sunlight, keeping them at bay just beyond the edge of the light. The creator of the globe can mentally move it along with himself, or sen it up to thirty feet (9.1 m) ahead. The maximum speed at which the globe can travel is equal to a speed attribute of 12.
Thunderclap
Range: Directly affects the immediate area (30 feet/9.1 m) around the magic weaver, but can be heard up to one mile (1.6 Km) away.
Duration: Instant
Saving Throw: Save vs Horror Factor
P.P.E.: Four
The invocation produces a booming clap of thunder that is so loud that it seems to make the air vibrate. A thunderclap is an excellent means of alerting or signaling allies, as well as a means of intimidation. As an intimidation device, it momentarily startle and distract everyone other than the spell caster. This provides the creator of the thunder with a bonus of +5 on his initiative, +1 to strike, parry, and dodge, and creates a Horror factor of 8 (all Characters within 30 feet 9.1 m must roll to save vs horror factor, except the mage who made the thunder).
Chameleon
Range: Self or others by touch.
Duration: Four and a half minutes (18 melees) per level of spell caster.
Saving throw: None
P.P.E.: Six
This spell enables the enchanted character(s) to seemingly alter the color and pattern of his cloths and physical body, enabling him to blend into surrounding environment and disappear from sight. Movement destroys the effectiveness of this magic. The character is 90% undetectable if unmoving. 70% undetectable if moving 2 feet, (0.6 m) per melee round or slower. 20% undetectable if moving 6 feet (1.8 m) per melee round. Totally ineffective if moving any faster. This spell is effective against normal vision, see the invisible and most optic systems. A thermal-imager is likely to reveal the character, especially if he is hiding in a cold environment. However, if the air temperature or a machine he is hiding against is around the same temperature as his body temperature (within five degrees), the character is concealed even from it. Attacking someone automatically negates the effects of a chameleon spell.
Cloak of Darkness
Range: Self plus a 5 foot radius around the character.
Duration: Four minutes per level experience.
Saving throw: None
P.P.E.: Six
This magic cloaks the spell caster in a field of darkness that follows him or her everywhere. The mage can see perfectly from within the darkness, but those outside the radius of magic cannot see in. At night, it renders the cloaked individual virtually invisible, although he can still be detected by infrared and /or heat sensors, thermos-imaging optics, motion detectors and similar sensor systems. Furthermore, the aura of darkness may noticeably obscure a particular part of the background/area around him. Making it obvious to visual detection, especially in daylight or when bathed in light- the magic darkness cannot be dispelled by ordinary light. Consequently, this cloaking spell is ideal in darkness for hiding, escape and setting up an ambush.
In combat, opponents who attack a character cloaked in darkness from any distance (beyond the 5 foot area of magic) are -3 to strike, unless guided by thermal-optics or similar heat based optic systems, and even then are -1 to strike. Those who step into the darkness for hand to hand combat will see their quarry without difficulty; no penalty unless they stop outside the 5 foot radius of effect.
Extinguish Fire
Range: 20 foot radius. The spell can be cast a distance of up to 80 feet away +10 feet per level of experience.
Duration: one minute (4 melee rounds) per level of experience.
Saving throw: None
P.P.E.: Four
The spell caster can instantly put out up to a 20 foot radius of fire up to 80 feet away. A total of 40 feet can be extinguished every 15 seconds (one melee round).
Levitation
Range: up to 60 feet away
Duration: Three minutes (12 melee rounds) per level of experience.
Saving throw: Standard
P.P.E.: Five
Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is possible. Weight is restricted to 200lbs plus 20lbs per level of experience. Unwilling victims of the magic get a saving throw; a successful save roll means the character is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60 feet plus 10 feet per each level of experience. Targets can be affected up to 60 feet away.
Magic Armor
Range: Self or by touch
Duration: one minute (4 melee rounds) per level of the spell caster.
Saving throw: None
P.P.E.: Ten
This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster. Or the magic armor can be instantly created upon anyone, as long as the spell caster invokes the spell while touching the intended recipient. This mystic armor has a M.D.C. of 10 per level of the spell casters experience. Magic fire lighting and cold do half damage to it.
Energy Bolt
Range: 150 feet
Duration: Instantly
Damage: 4D6 S.D.C.
Saving throw: Dodge of an 18 or higher
P.P.E.: Five
The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt may appear to fire from a hand or finger or the eyes, but needs no physical gesture, such as pointing. S.D.C. damage is normally for six-sided dice, but is increased to 6D6 under the influence of a ley line and 8D6 at a ley line nexus; P.P.E cost is still only five despite the increased damage capability. One energy bolt can be fired at one target per each spell invocation.
Ignite Fire
Range: 40 feet
Duration: Instant (counts only as one attack; fire lasts until it is put out).
Saving throw: None
P.P.E.: Six
Impervious to Fire
Range: Self or others up to 60 feet away
Duration: five minutes (20 melees) per level of experience
Saving throw: None
P.P.E.: Five
A Magic invocation that makes the individual temporarily impervious to fire. Normal, magical and mege-damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.
Invisibility: Simple
Range: Self only (includes cloths and articles on ones person)
Duration: Three minutes (12 melees) per level of experience.
Saving throw: None
P.P.E.: Six
Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he cannot go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual.
Electric Arc
Range: 30 feet per level of experience
Duration: one melee round
Damage: 2D6 M.D.
Saving throw: Dodge
P.P.E.: Eight
A simple offensive spell, the electric arc causes a crackling bolt of blue energy to leap from the spell casters hand(s) to the intended target; Point and shoot; +2 to strike.
Each electrical blast counts as on melee attack/action and is limited by the characters total number of attacks. This means a character with four attacks per melee round uses up one attack to cast the spell, leaving him with three electrical attacks possible that melee round. While the damage is not great, it is accurate, and is an easy, inexpensive spell to cast.
Energy Field
Range: Self or others up to 60 feet away.
Duration: One minute (4 melees) per level of experience or until it is destroyed.
Saving throw: None
P.P.E.: Ten
The magic creates a protective field of energy that can be places around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blur-white light. The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
Fire Bolt
Range: 100 feet plus 5 feet per level of experience.
Duration: Instant
Damage: 4D6 M.D.
Saving throw: Dodge
P.P.E.: Seven
The spell caster creates and directs a bolt of M.D. fire that is +4 to strike. Damage is normally 4D6 M.D., or 1D6x10 S.D.C. (the mage can pick which).
Multiple Image
Range: Self
Duration: one minute (4 melees) per level of experience.
Saving throw: -4 to save. Viewers may be able to see through the illusion and identify the true person, but must roll to save vs magic at -4.
P.P.E.: Seven
An illusion that creates three identical images of the mage, each of which mimics his every movement exactly. Only piercing the false image with iron will dispel that particular image. This is a great way to confuse, scare and distract on opponent. Provides the mage with a bonus of +2 on initiative, +2 to dodge and +1 to strike.
Energy Disruption
Range: 60 feet
Duration: Three minutes per level of experience.
Saving throw: None
P.P.E.: Twelve
A particular useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance, camera sensors, appliances, entire fuse boxes, batteries, electric alarm systems, Etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses the item(s) work perfectly again, with no sign of malfunction, damage or energy loss. Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
Call Lightning
Range: 300 feet; line of sight
Duration: Instant
Damage: 1D6 M.D.C. per level of the spell caster
Saving throw: None
P.P.E.: Fifteen
This spell creates a lightning bolt which can be directed at any specific target up to 300 feet away. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the spell casters line of vision. The lightning bolt does one six-sided die of M.D. per level of the spell caster.
Fire Ball
Range: 90 feet
Duration: Instant
Damage: 1D4 M.D. per level of the spell caster
Saving throw: None except dodge, but the victim must know the attack is coming and must roll an 18 or higher.
P.P.E.: Ten
The spell caster creates a large fire ball which hurls at its target at an awesome speed, inflicting 1D4 mega-damage per each level of the spell caster. The fire ball is magically directed and seldom misses.
Impervious to Energy
Range: Self or others by ritual
Duration: Two minutes (8 melees) per level of experience.
Saving throw: None
P.P.E.: Twenty
The spell caster can make himself impervious to all forms of energy, including fire, heat, electricity, lasers and so on. Energy attacks do no damage, whatsoever. Physical attacks, guns, knives, clubs, explosives, and even punches, etc, do normal damage.
Dispel magic barriers
Range: 100 feet
Duration: Instant
Saving throw: The magic spell being attacked automatically gets a standard saving throw (12) as if it were a person. If a successful save is made, the negation spell has no effect; the barrier remains.
P.P.E.: Twenty
The Dispel Magic Barriers invocation negates/dispels all magic barriers of any kind.
Invisibility (Superior)
Range: Self or one other by touch
Duration: Three minutes (12 melees) per level of experience
Saving throw: None
P.P.E.: Twenty
A powerful incantation that makes the spell caster invisible to all means of detection. Ordinary vision, infrared, ultraviolet and other optics, heat, motion detectors, and even an animals sense of smell, can NOT locate the invisible person. No footprints are made, and little sound (prowls at 84%). The magic is broken only if the character makes a hostile move, or engages in combat/ attacks. At that instant, he becomes completely visible. Note: the invisible character is not ethereal and can not walk through walls; he must still use a door. The act of forcing open a door or window, picking a lock, tapping somebody, accidentally bumping somebody, or accidentally getting shot or hurt, is not considered an act of aggression or combat, so invisibility is maintained.
Lightblade
Range: Self; close combat/ hand to hand
Duration: One minute (4 melee rounds) per level of experience.
Damage: 1D4x10 +1 M.D. point per level of experience.
Saving Throw: Parry or dodge
P.P.E.: Twenty
This spell causes a sword of brilliant white light to form in the spell casters dominant hand. The size varies with the blades power, which is represented by the characters level of experience. Thus, a first to third level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level sorcerer makes a blade resembling a bastard sword, while at the 10th level or higher it is a large Lightblade with the length of a two handed sword (although it can be easily wielded one-handed) and as thick as a two by four. The blade is weightless, serves as an extension of the sorcerer, is +1 to strike and can be used to attempt to parry energy attacks (no special bonus to parry, however).
Against creatures vulnerable to light, the Lightblade inflicts double its normal damage. However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.
Wind Rush
Range: 120 Feet
Duration: One melee
P.P.E.: Twenty
This spell creates a short , powerful wind gusting at 60 mph, which is capable of knocking people down, knocking riders off mounts, blowing small objects 20 to 120 feet away, or creating dust storms. The wind can be directed by the spell caster at a specific target or a general sweep can be made (maximum wind width is 20 feet). Anyone caught in the wind is helpless and unable to attack or move forward. It takes an additional melee to recover, and 1D8 melee to gather up all items blown away.
Lightning Arc
Range: 100 feet per level of experience
Duration: one melee round per level of experience
Damage: 4D6+2 M.D. per level of experience
Saving throw: Dodge
P.P.E.: Thirty
This is a more powerful version of the electric arc spell, pumping more magical energy into the jolt for greater range and damage; point and shoot. +4 to strike targets within 100 feet but only +1 to strike those at greater distances.
Each lightning blast counts as one melee attack/action and is limited by the characters total number of attacks. This means a character with four attacks per melee round use up two attacks to cast the spell and fire once. This leaves two more electrical attacks that melee round, but in the next three melee rounds the mage in our example can fire up to four times (once for each of his attacks per melee round). In addition, the character ay very or combine attacks. That is to say, a sorcerer with four attacks may elect to fire once, cast another spell and draw and fire a weapon or preform a skill, and so on.
Negate magic
Range: Touch or 60 feet
Duration: Instant
Saving throw: Special (ritual magic has a greater chance of success)
P.P.E.: Thirty
This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic in place, its influence is immediately destroyed, negated, canceled. 12, 13, 14 or 15 is needed for the spell magic depending on the experience level of the mage (Usually 12 or 13 is needed), meanwhile 16 or higher to save vs ritual magic. A failed save means the negation attempt did not work.Try again if sufficient P.P.E. is available.
Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols/circles of protection (or magically drawn circles of any kind), wards, summoning magic, Zombies, Golems, Restoration, magical healings or cures. Negation Can be attempted to cancel a spell curs, but only has a 01-24% possibility of succeeding. Of course it has no effect against psychic abilities.
Shockwave
Range: Radius around the spell caster
Area of Effect: 10 Foot radius per level of experience.
Duration: Instant
Saving throw: 1D4 M.D. per level plus Knockdown.
P.P.E.: Forty-Five
This powerful offensive spell creates a circular shock-wave that emanates from the spell caster in the air in all directions. Only those touching the spell caster are not affected. The shockwave inflicts Mega-Damage. The exact amount of damage can be regulated in increments of 1D4 M.D. ( i.e. a 5th level mage can create a 5D4 shockwave, but may elect to create only a 1D4 shockwave, or 2D4, and so on). S.D.C. objects are shattered as if struck by a tornado force. Likewise, the spell caster can adjust the radius of the area affected by five foot increments.
In addition to the damage inflicted to everything in the radius of affect, those caught in the shockwave are likely to be knocked down (roll percentile dice).
People and animals (and objects) weighing less than 500lbs are likely (01-88%) to be knocked off their feet hurled 3D4 yards/meters. Only a percentile roll of 89-00% (defenders always win ties) sees them keep their balance without the knockdown penalty, but they suffer full damage.
Creatures and characters(giants, cyborgs, robots, etc,) weighing 501-1000 lbs have a 01-50% chance of being knocked off their feet and knocked 1D4 yards/meters.
Flying characters are hurled through the air at twice the distance, but do not get knocked to the ground, although they still suffer the penalties from the impact of the shockwave and disorientation. G.M.s can also have them slammed into walls, trees, etc., for an additional 1D4 M.D.
Speed of the snail
Range: 60 feet
Duration: 2 melees per level of spell caster
Saving Throw: Standard
P.P.E.: Fifty
This time distortion spell reduces the physical prowess, speed, and mobility of its victims to one-third their normal ability. Speed, attacks per melee, dodge, and parry are all reduced to one third. Thus, a character with six attacks per melee round and a speed of 10 suddenly has only two attack moves at only a speed of 3 (round down). Talking and spell casting are not reduced.
This spell can be cast upon 1D6 persons up to 60 feet away, but within the spell casters line of vision. Also affects robots and vehicles as well as people.
Giant
Range: Self or one other by touch
Duration: One melee round per level of experience.
Saving throw: None
P.P.E.: Eighty
This spell transforms the practitioner of magic or one person into a powerful giant. The character will grow an additional ten feet tall and ripples with muscle. Any armor or clothing will be shredded by this transformation, but is hardly necessary. While the enchanted character gains great physical power, if a sorcerer, he or she loses the ability to draw on P.P.E. for the duration of the spell. Thus, the character must rely purely on physical power to defeat opponents. Any protective spells that create form-fitting armor or similar effects are negated at the time of transformation, but another mage could cast such a spell upon the giant afterward. When the spell wears off, the character is returned to his or her normal state. Note: Can not be used on automatons, robots, power armor, vehicles or any inorganic construct, nor any greater supernatural beings.
Bonuses:
Meteor
Range: 200 feet per level of experience.
Radius of Damage: 40 feet
Damage: 1D6x10 M.D. to a 40 foot radius, +2 M.D. per level of the spell casters experience!
Duration: Instant
Saving throw: Dodge if victims see it coming
P.P.E.: Seventy-Five
This powerful spell conjures a large, flaming meteor to come plunging from the sky above. Trailing flame, it thunders to earth and erupts on impact. The meteor is +4 to strike and inflicts 1D6x10 M.D. to everything in a 40 foot radius! This attack is especially effective against large targets and troops.
Mystic portal
Range: 20 feet away
Size: 10 Feet wide by 20 feet tall portal/opening.
Duration: Four melee rounds per level of the spell caster
Saving throw: None
P.P.E.: sixty
This spell creates a dimensional rift in the fabric of space allowing the spell caster to use it in the following ways:
Pass through solid walls. The mage has but to weave the spell targeting a particular, blocked area, the area will shimmer bright and suddenly, a portal or passage will appear as if cut out of the very stone. The portal can create a 12 foot deep passage per each level of the spell caster in any substance.
Teleportation: the portal can be a doorway to a near-by location known to the spell caser, flawlessly traveling hundreds of feet in an instant. The portal can be placed on a vertical wall, the floor or ceiling. Looking into it reveals what is on the other side. Stepping through it will instantly place the character in that location. Range is a meager 100 feet per level of experience. The number of how many people can pass through will depend upon how quick they are moving and how long the mage keeps it open; he can close it at any time. Figure 1D6+6 can pass through melee round.
One-way Passage. Once a character steps through a Mystic Portal, the opening behind him is gone (although people on the portal side can see both the portal and the person who just stepped through it). To return, a new portal must be made on the other side by invoking another Mystic Portal spell. When the spell duration ends, the Mystic Portal vanishes at will. A negate magic may also eliminate it if the spell is successful.
Note: a Mystic Portal can NOT be cast on people to use as a teleport spell. Mystic portals must be cast on a vertical, stationary surface. An impenetrable wall of force will stop a Mystic Portal.
Firequake
Range: Up to 500 feet away
Radius of effect: To a 100 foot radius nough to engulf 4-6 average houses and their backyards.
Damage: Varies, see description.
Duration: One melee round per level of experience.
Saving throw: None
P.P.E.: one hundred sixty
This spell causes an area of the ground to rumble, tremble, and crack, as well as spew forth clouds of sulfur and gouts of fire. All beings in the area of effect find it difficult to move atop the moving earth any faster than 10% their normal speed (crawling may be better), and eyes will burn and tear from the sulfuric gas. It is difficult to breathe (roughly same as tear gas; -9 to strike, parry, and dodge, -5 on initiative, lose one melee action per round) and those caught in the erupting turmoil must dodge jets of flame shooting up from the ground (roll once per character, per melee round). A failed dodge means getting hit by the shooting flame and taking 5D6 M.D. Large vehicles and giant robots (20 feet or bigger) take triple damage. It should take most people 2D4 melee rounds to escape. When magic is over, the area will look unscathed, as if nothing happened, except for the burnt and injured people, animals and property,
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