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Magic Combat


Editor's Notes

When writing this section, I did my best to compare the magic rules from Palladium Fantasy, Rifts Ultimate Edition, and Mysteries of Magic. Then I had to decide which rules I felt will most likely find its way into a future Ultimate Edition for Fantasy. That's what I used as the basis for the expanded magic combat section that follows. These rules are designed to be compatible with the casting times and the concepts for interrupting a spell caster, while adding extra rules and depth to the system.

In my opinion, the Palladium magic system is designed to be limited with a spell caster avoiding direct conflict in favor of magic. Magic is slow, requires a lot of focus, and can be easily interrupted in combat situations. That's the feel I tried to keep. In some cases, this means I favored the ruling and descriptions in Rifts Ultimate Edition and Palladium Fantasy Second Edition main book over what's found in Mysteries of Magic. For a number of reasons, I believe this is where the future of Palladium Fantasy lies.

For starters, I feel this is the most consistent ruling by Palladium Books. This also has the benefit of allowing characters to grow into greater power, instead of starting off with most of their abilities at level one. If you disagree with my rulings, that's fine. Most of this will still be useful with minor adjustments. In most cases, it's simply a matter of not selecting the abilities that you rule differently. There's still plenty of content that should fill the void.

Even though many of these rules will be rules you're already familiar with, I'm including them here for two main reasons. First, Palladium's rules are often vague and described in loose concepts. My goal here was to add some hard numbers. Also, by rewriting them here, then we'll have a common starting ground. Second, I like being able to build a character into something more. These are the basic magic combat rules, but with the intent for them to be complimented by things such as magical hand to hand styles and Sorcery Proficiencies. While the basic combat rules may leave a mage weak in some areas (such as combat), those vulnerabilities can be offset with the right training.

If you'd like to start magic users off with a bit more power, such as Casting Focus, Advanced being standard and Spell Casting, Advanced as the default casting times, this shouldn't be a problem. The magical hand to hand and Sorcery Proficiencies still have plenty to offer. Just ignore or modify the segments that don't suit your games, and then just use the rest.


Magic Attacks per Melee

Spells are usually invocations taking the form of a chant or mantra, require minimal potential psychic energy (P.P.E.) and can be performed quickly. High magic worlds such as Rifts can greatly reduce the casting time as a result of all the available energy. On Rifts and other high magic worlds spell invocations levels 1-5 count as one melee attack/action (about 3 seconds), levels 6-10 count as two melee attacks/actions (about 6-7 seconds), and level 11-15 as well as Spells of Legend use up three of the character's melee attacks/actions (9-10 seconds).

The Palladium World and other low level magic worlds require longer times for casting invocations. Level 1 and 2 spells can be cast in a single attack/action. These spells are relatively simple and require minimal concentration. They can typically be weaved into normal combat or other actions with relative ease.

Higher levels of magic are more complex, requiring more time, effort, and concentration to perform. A total of two spells from levels 3-8 can be cast per melee round (15 seconds).

Only one spell per melee round can be cast with invocations from level 9-10. This means being able to perform no other actions or spells for the entire round.

Spells of level 11-15 magnitude require two melee rounds (30 seconds) or longer (see spell description) to cast. Only Teleport: Superior (a level 15 spell) can be cast in a single melee round (equal to a level 9 or 10 spell).


Interrupting a Spell Caster

Practitioners of magic are not known for their hand to hand expertise. Most can handle themselves in a fight, but they aren't warriors. Furthermore, magic has the disadvantage of requiring concentration and speaking, two things you can't do well under attack. So unless the spell is an invocation that can be cast in a few seconds (one melee attack/action), the action of parrying, dodging, or striking back may break the spell invocation and prevent the mage from casting his spell (he'll need a "breather" of 7-10 seconds to cast a spell).

Likewise, getting popped in the mouth or stomach, getting knocked down or blinded, or anything that breaks the spell caster's concentration and makes him stop in the middle of his verbalization of the spell prevents him from finishing it. When a spell is interrupted, the mage must start all over again. No P.P.E. is lost by this interruption (that's not spent until the spell is completed and cast), but he does lose precious time. A spell caster can stop reciting a spell in mid-incantation without expending P.P.E. or causing any side effect.

This also means that if the mage is being hammered by a full press attack (i.e. his attacker keeps striking at him every opportunity), even if the mage is successfully parrying each attack he is focused on protecting and defending himself and cannot cast any spells that take longer than one melee attack/action. The same is true if he's physically attacking, running, or performing any physical action. To cast a spell the practitioner of magic will need to stop, catch his breath (that should count as one or two of his melee attacks/actions) and then cast his spell (another one or more of his melee actions depending on the spell level).

That's just how magic works, and a player has to be smart about how he uses the magic to take full advantage of the strengths and to avoid the pitfall of the weaknesses. For example, while a practitioner of magic might be a competent fighter on the frontlines, a spell caster who is hidden can make a devastating sniper. A mage who is away from the action at a strategic position, but can see the battlefield, and is defended by a warrior or two, can effectively be a human howitzer firing off Call Lightning, Firequakes, illusion spells, or gods only know what. He can instantly heal the injured, summon a fog or storm or monster, magically hide or disguise himself (and others), and the list goes on. That versatility and range of power is the strength of the spell caster.


Attacks per Melee vs. Casting Time

Using Attacks per Melee with spells that take time (not actions) can be tricky. When trying to use the two together, I recommend the following: At the start of a round, a practitioner of magic must decide if they're going to fight in melee combat or cast a spell. If the character decides to fight in melee combat, they cannot cast a spell unless it takes only one action, typically only level one or two spells. If the character decides to cast a spell, they cannot attack or dodge for the remainder of the round. Any actions taken will interrupt the spell caster. The character will only be able to dodge for the remainder of the round as he needs to catch his breath. No magic can be cast for the remainder of the round.

For spells level 3-8 that take half a melee round, the simplest solution is to say it takes approximately 2 actions to cast. This means if the spell caster is left alone for the first two actions, the first spell goes off. If the mage is then attacked on the third action, his casting is interrupted and he'll be on the defensive for the remainder of the round. If the practitioner of magic has 5 or more attacks per round, any attacks remaining after the first two spells are cast can be used to defend or to move without issue, but no additional spells can be cast.


Casting under Fire

Attacking or hitting a mage is a good way to interrupt a spell caster, but it's not a guarantee to interrupt a spell. As long as a mage stays focused on the casting of an invocation it may be possible to retain concentration. To do this the mage cannot dodge, move, attack, or talk (beyond the invocation). The mage must tune out the world and focus solely on the invocation spell. In order to maintain concentration, the spell caster must then make a Save vs. Interruption. Roll a D20 and add in any M.E. bonus (equal to the M.E. bonus from Save vs. Psionic attack). Hand to Hand styles, Sorcery Proficiencies, and/or O.C.C. may provide additional bonuses. No other bonuses apply. The degree of difficulty depends on the extent of the attack.

Damage Dealt to Armor: Armor helps absorb the damage, but does not entirely reduce the impact of the hit. The saving throw is equal to half (round up) the damage dealt to the armor. Example: A Wizard is wearing Studded Leather Armor. An attacker successfully hits with a strike of 12. This doesn't bypass armor. The opponent rolls 13 for damage. In order to continue casting his spell, the Wizard must roll to Save vs. Interruption: 7 or higher (half of 13, rounded up).

Damage Dealt to Character's S.D.C.: Any damage that bypasses armor (or if no armor is worn) goes direct to the character, and is harder to just brush off. As long as the damage is dealt to the character's S.D.C., the saving throw is equal to damage dealt. Example: An opponent attacks with a Dagger and rolls a Natural 20! She rolls 10 damage (5x2). The Wizard must make a Save vs. Interruption: 10 or higher.

Damage Dealt Direct to Hit Points: Hit Point damage is painful and life-threatening. The saving throw against Hit Point damage is 18 or equal to the damage dealt, whichever is higher. Example: A Wizard suffers 10 points of damage direct to Hit Points. The character must make a Save vs. Interruption: 18 or higher. If the attack did 19 points or more damage direct to Hit Points, then the saving throw would be equal to the damage dealt.

Knockdown: Attacks that knock the spell caster down are the most disruptive and start at a difficulty of 14. Even if an attack deals no damage, the Practitioner of Magic must still make a Save vs. Interruption: 14 or higher. Any damage dealt in the attack increases the difficult following the above rules. Example: The Wizard is hit with a Body/Block Tackle. The character is knocked down and suffers 3 damage to armor. This means the Wizard must make a Save vs. Interruption: 16 or higher (14, plus half of 3 rounded up).


Recovery of P.P.E.

Magic is a fabulous power that can calm a storm, create a fire ball, or open a door to another world. It can can be controlled and manipulated by the humanoid mind and force of will, and Potential Psychic Energy (P.P.E.) is the fuel of powers it. Every person has some degree of P.P.E., though magic users have learned to draw and hold larger reserves than most becoming living batteries. Practitioners of magic can call upon this energy at will and spend it to power their spells. Spells range from a single point to several thousand, with each spell further depleting the caster's resources.

Fortunately, the loss of P.P.E. is temporary. They will replenish themselves naturally at the rate of five points for every hour or rest or sleep. Meditation is a skill known and practiced by all men of magic. It is used to focus one's concentration, relax, and open oneself to mystic forces. A meditative state will restore expended P.P.E. at a rate of 10 per hour, but can only be maintained for one hour per level of experience within a 24 hour period. Meditation will not restore more P.P.E. than the character has expended.

Being on a Ley Line, or a half mile from a Ley Line Nexus, increases the regeneration of P.P.E to 10 P.P.E. per half an hour without meditation! If on a Nexus, or within 200 feet (6.1 m) of one, recovery is increased to 20 P.P.E. per half an hour!! However, P.P.E. from a Ley Line, Nexus, or other people cannot be used to replenish the character's personal reserves.

A Practitioner of Magic's personal P.P.E. is like a container of water. The water can sustain the character and the container can be refilled. However, Ley Line energy is like trying to drink salt water. While it's still water and either can be used to put out a fire (cast a spell), it needs to be filtered and/or purified before someone can safely drink it (replenish energy). So while a Ley Line can stimulate recovery, it cannot be siphoned directly. Drawing P.P.E. from others is closer to using polluted water. Again, the water may put out a fire, but it wouldn't be healthy to drink.



Learning magic is more than just saying a few words, and it's more than just harnessing mystical energies. Magic involves belief, conviction, and mental discipline. There are many philosophies that help students bring all these together, the most common of which is Ley Line Studies. Characters who select a Mystical Hand to Hand (see below) may select one of the following philosophies, or roll randomly. This is part of their training. Practitioner of Magic with no hand to hand or standard hand to hand training (Basic, Expert, Martial Arts, Assassin) must spend one O.C.C. Related Skill to learn a philosophy. These philosophies help show the character's views on magic, as well as open pathways to new and different abilities. The philosophies are more than just a path to powers though, they're a way of thinking and a way of life. Like religion, most magic users will hold onto their philosophies until the day they die.

Sometimes though, a life changing event will cause a person to have a new outlook. They'll realize the path they're on may not be the best, and perhaps there's a better way. Any player character can decide to change to a new philosophy, but it takes time and effort to learn. The character must spend one O.C.C. Related Skill to learn the new philosophy. Sorcery Proficiencies from the old philosophy can no longer be selected, and for the purposes of Requirements based on level, the character is considered to be starting fresh from level one.

A hand to hand ability may make an exception to this by granting an extra philosophy (such as Hand to Hand: Circle of the Arcane at level 5). In this rare and exceptional situation, the character learns to understand that magic is something larger than any single ideal. Sorcery Proficiencies in this situation can be selected from the general category, or either of the two philosophies. The second philosophy is considered starting at level one for the purpose of requirements.

Example: Jared is a 1st level Wizard who studied Ley Line Studies during his training. After getting into some tough situations, Jared decides he needs to be more combat orientated. At 3rd level he spends one O.C.C. Related Skill to switch to the War Mage. He can no longer select any Proficiencies for his Ley Line studies, though any proficiencies already selected remain. With this change, he may now start selecting proficiencies of the War Mage. He really wants to learn Metal Channeling, which has a level 5 requirement. However, Jared won't be able to learn that proficiency until he reaches level 7, because he spent his first two levels with a different philosophy.


01-50%: Ley Line Studies: Ley lines are life, drawing up from the center and spreading across the world like veins. As your veins allow the flow of blood through your body, so too do ley lines allow the flow of magic across the world. All living things are a part of this world, so too do all living things have a ley line at their center.

This philosophy follows the belief that ley lines are the most powerful mystical force in the universe. Within each being there exists a ley line, a natural and renewable source of mystic energy with limitless potential. Most mortals seal away this power and let it squander, never even knowing what they could have become.  Students of Ley Line Studies learn not only how to tap into their inner ley line, but also how to use it as a conduit to other ley lines. The sooner a practitioner of magic learns to harness this potential the greater they can become.


51-65%: Litany of the Arcane: Magic isn't just a trick you use when it's convenient. Magic is a way of life. To truly master it, you must devote yourself to it and let it become a part of every facet of your life.

Practice makes perfect, and those who train in the Litany of the Arcane practice magic constantly. These are the type of individuals who will use magic to solve even a simple problem whenever possible, regardless if a mundane solution will work just as well. Not only do many believe that magic is the best solution to almost everything, but this is also good practice, and the more you do something the easier it is in the future.

These men and women will even mentally recite incantations while sitting down for a meal or making small talk. They go over it again and again until they can say it forwards and backwards. When the need does arise for a spell, they find the words already flowing from their lips before they even realize which spell to cast. This is one of the rarest of the mystic philosophies, as few can devote their entirety to the concept.


66-90%: War Mage: War is a part of life, whether we like it or not. There is no avoiding it.

Other philosophies often view magic as some type of art and/or with a snobbish attitude towards fighting, but a War Mage believes it's foolish to not prepare for the inevitable. A spear and shield may be excellent tools for war, but it's senseless to not use every tool at their disposal, including magic. When a battle arises, these men and women can fight alongside their allies instead of hiding and needing cover to cast their spells.


91-00%: Blood Magic (Forbidden!): If ley lines are life, then life is magic.

Blood Magic is considered a corruption of Ley Line Studies. During the Millennium of Purification, this is one of the dark arts the Elves and Dwarves attempted to purge from the world. Though the philosophy and methods survived, it remains a forbidden concept by civilized societies, a taboo to even discuss. Those caught actually practicing it will be slain on sight in most human kingdoms. The philosophy is considered a corruption of Ley Line Studies using savage principles and promoting human sacrifice. At least, that is the official public view. The truth is more complicated.

The philosophy has been largely condemned due to a difference in ideology and politics. Even during previous ages, Ley Line Studies was a popular philosophy. Sometime during the Age of Elves, Blood Magic started gaining a large following. The leaders of Ley Line Studies didn't appreciate the competition and decided to eliminate their rivals. This led to a smear campaign of demonizing Blood Magic. Some of the more diabolic Blood Magic students lashed out and made matters worse, until all people could see and remember is the stigmata. However, Blood Magic can be used for good or evil. A good aligned user will learn how to use their own blood to power magic. Selfish practitioners will also consider using the blood of enemies or willing victims, but never an innocent or ally.

Blood Magic does share similar roots to Ley Line Studies, but the take a different approach to the subject. As a student of Blood Magic would put it, "While Ley Line Studies waxes poetically, we take a more scientific approach. If ley lines are like veins carrying magic across the world and there is a ley line within each of us, then the blood of our veins must have magic." The use of blood in magic allows them to tap into life force energy for greater magical effect.

Meanwhile, even in a reasoned debate, a student of Ley Line Studies would say something like: "Blood Magic is for someone too lazy to learn how to properly tap into their inner ley lines, so they just go slinging their blood about as a shortcut." And while it's true their concepts are similar and there's some overlap in abilities, the two philosophies have also developed many unique techniques which cannot be repeated by the other.


Blessing of the Divine (Priests Only): Do not fear me. I am but a vessel. Fear the power my god wields through me.

Priests can cast magic, but unlike traditional spell casters they do not actually learn any spells. They cast spells by chanting their god's name and the spell needed, the priest merely a conduit and focus for the invocation. As such, they have both advantages and disadvantages.

All spells cast by a Priest cost two melee actions, regardless of level. While Wizards can cast low level spells faster, a Priest must gain the attention of their god and that cannot be rushed. However, because the Priest does not need to focus on the invocation or channeling mystic energies through force of will alone, their focus cannot be broken through damage or distraction. The only method to stop a Priest from summoning the godly power at their disposal is to stop them from speaking.

Since those who follow the Blessing of the Divine are not true Practitioners of Magic, they cannot learn General Sorcery Proficiencies, nor any of the other philosophies. They do have full access to Divine Sorcery Proficiencies. Sorcery Limitations are also available, with Focus Dependency being typical for priests requiring holy symbols to channel their god. More churchly priests may have Ritual Dependence and a God of Ra might have Solar Powered. Other Limitations, such as Chronic Pain or Insufficient Willpower might indicate being out of favor with the god and may serve as penance.


Sorcery Proficiencies

While there are multiple categories of Sorcery Proficiencies, there are really only two types: General and Philosophy. General Sorcery Proficiencies can be selected by any Practitioner of Magic who uses spell magic, but most have been developed by Wizards and benefit them the most. Warlocks can select any, but won't receive any benefit from proficiencies that involve reduced time for learning new spells or increase the chance for successfully converting scrolls for instance. Sorcery Proficiencies based around Philosophy can only be selected if the character follows that particular philosophy. In most cases, a character may only select one philosophy. See Philosophies for details.

There are three ways to select a Sorcery Proficiency. The first is to learn a magical hand to hand that grants Sorcery Proficiencies upon leveling. This involves an initial investment in skill cost, but usually pays off by higher levels and is often the easiest method, as new proficiencies come free as the character levels. However, the proficiencies are spread out over time. For characters who want to perform a particular combination up front, this isn't always the best solution.

The next method is to learn a Sorcery Proficiency by spending O.C.C. Related Skills. Each Sorcery Proficiency costs only one O.C.C. Related Skill (unless noted otherwise). It's recommended only one or two Sorcery Proficiencies can be selected per level, but that is a G.M. call. The final method is to select a Sorcery Proficiency and a Sorcery Limitation. This method avoids any skill cost, but the Sorcery Limitation affects all the character's magic and is a price in its own right. If this method is used, the character can choose to spend one O.C.C. Related Skill at a later level to remove the limitation.

It's recommended that a Wizards and Warlocks can select no more than five total Sorcery Proficiencies. Though most Sorcery Proficiencies are designed around spell casting, Summoners and Diabolists can in theory select them as well. When permitted, they should be allowed up to three or four proficiencies. Priests who selected the Blessing of the Divine can select up to four proficiencies, while Psi-Mystics and Witches can select no more than two proficiencies. Priests, Psi-Mystics, and Witches aren't traditional spell casters in the sense that they don't truly learn magic, but they can still pick up a few techniques. As a general rule, however, they cannot learn mystical hand to hand styles and can only learn by expending O.C.C. Related Skills or gaining limitations.

If the character selects a magical hand to hand, and also purchases Sorcery Proficiencies through one of the other methods, any proficiencies gained through the hand to hand that would exceed the character's maximum limit are ignored. The character cannot exceed their maximum limit of proficiencies as they level, and the character does not regain the skill spent. This allows the character to learn abilities at a faster rate, but comes at a higher cost.


Sorcery Proficiencies: General

Accelerated Learning: The character has become so familiar with magic and all its principles that he or she can learn spells in half the normal time it would take. This means while a normal spell caster needs to spend two days per level, these individuals can learn spells in only one day per level of the spell.


Arcane Studies: +10% to converting spells or creating new spells, plus an additional +3% per level of experience starting at level 3.


Artistic: The character has an artistic flair that is apparent in his or her workings and creations of magic. Magic symbols, designs, and circles created by this individual are beautifully rendered and perfectly legible. Rituals and ceremonies are performed artfully and with panache, allowing the mage to draw 70% of all the P.P.E. from each person simultaneously! The character receives the Art skill at a base of 50% (does not increase) or +10% to the skill if it's already known, and +1 to P.B. when dressed to impress.


Bonds of Brotherhood: Many Warlocks only ever master one of the four elements, but some have the wisdom and willpower to master two. For those with the mental fortitude to handle two elements, it's possible to learn even more. At level 5 or higher, a Warlock may select Bonds of Brotherhood to gain one additional element. The character may now select three spells per level, one from each element. At level 10 or higher, the Warlock may select Bonds of Brotherhood again to gain one additional element, making them a master of all four! The character may now select four spells per level, one from each element. Requirement: Warlock O.C.C., I.Q. 12 and M.E. 14 or higher that selected two elemental life signs, and meet the O.C.C. level requirements (see description).


Casting Focus, Advanced: The mage is able to make some movement without risk to interrupting a spell. Actions that don't require an attack per melee such as automatic parry and slow movement (up to 20% of maximum speed as described in the Moving During Combat section) can be performed without fear of interruption. Running, jumping, dodging, being hit by an opponent, etc. still may interrupt a mage as normal.


Closed Conduit: In general, practitioners of magic are living conduits of mystic energy attuned to the magical forces around them, which in turn allows them to extra energy from those forces. For one reason or another though, this character has decided to close himself off from magic. This prevents the character from drawing P.P.E. from other people, cannot lend P.P.E. to others (including rituals), and they cannot benefit from a ley line (neither draw P.P.E. or spell boosts). In exchange, the character remains undetectable to magical or psychic senses. The character can pass undetected through checkpoints designed to detect magic users. Even See Aura will only notice small amounts of P.P.E. similar to an average member of that race.


Elementalist: Like a psychic, someone is either born a Warlock or not. But what happens when one is born a Warlock and then takes a different path? Not all psychics spend time and effort into fully developing their psionics, and not all those born to be Warlocks take that path. An Elementalist is someone born to be a Warlock, but ended up studying to be a Wizard instead. Despite this diversion, the character maintains some connection to the elements. The Elementalist may select one element of choice (air, earth, fire, or water). Starting at level 5, instead of selecting an Invocation, the character may select one spell from the Elemental Magic list that they selected. The spell must be four levels (or more) lower than the Wizard's current level of experience. This spell must be selected as the spell for leveling, and cannot be learned or purchased through other means. Many believe it is only through these Elementalist that the elemental based Invocations came into being. Requirement: Wizard O.C.C. only.

Example: A Wizard is an Elementalist with an attunement to Air. At level 5, the character may select a new spell equal to his or her current level of experience. Instead of selecting an Invocation though, the character may select a spell from the Level 1 Air Elemental Magic list. By level 12, the character could opt to select one spell from the Air Elemental List for levels 1-8.


Increased ley line energy: The mage is able to further tap into the amazing power of a ley line. Though the range, duration, and damage of spells remain the same as normal for the proximity to a ley line, all the effects to P.P.E. are doubled. This includes the P.P.E. recovery rate and the amount of P.P.E. that can be tapped, as well as how long it can be retained after leaving the ley line.


Rapid Spell Casting: The mage may reduce the casting time of the spell by one level per level of experience. For each level reduced, the mage must spend an additional 10% of the P.P.E. cost as a result of the rush. This can be costly, but when rush is needed it can be invaluable.

Example: A level 10 mage with Advanced Spell Casting invokes the level 14 spell: Close Rift. He's in a hurry so he wants to cast it in as short of time as possible, one melee attack/action. To do that, he'll need to reduce it to level 4 or under. He's level 10, so he can lower the level 14 spell 10 levels putting it at level 4. Reducing it by 10 levels will raise the P.P.E. cost by 100%. The mage will need to spend 400 P.P.E. to cast the spell in the reduced time, plus 4 P.P.E. permanently.


Silent Casting: The ability to focus magical energies is improved to allow casting without spoken word. Casting in this manner doubles the casting time for the spell. Note: Rituals require a group focus and cannot be performed in this manner.


Spell Casting, Advanced: Spell invocations levels 1-4 count as one melee attack/action (about 3 seconds), levels 5-8 count as two melee attacks/actions (about 6-7 seconds), invocations levels 9-12 use up three of the character's melee attacks/actions (about 9-10 seconds), and levels 13-15 as well as Spells of Legend use up four of the character's melee attacks/actions (about 15 seconds). Requirement: Can only be selected at first level of the character. This cannot be selected at a later character level, even if a new philosophy is selected.


Spell Delay: Instead of a spell going off once the mage finishes the invocation, the spell can be delayed for up to one melee round (15 seconds). This can be useful as a tactical delay. Once cast, the invocation cannot be stopped. Even if the spell caster is killed or knocked unconscious, a delayed spell will still go off at the predetermined time at casting. The spell can be delayed one additional melee round (15 seconds) at levels 4, 8, and 12 for a delay up to one minute.


Spell Resistance: Magic normally affects everyone, even the one who cast it. These practitioners have learned to weave spells in such a way they can avoid its ill-effects. The character is immune to any spell they cast that requires a Save vs. Magic. This means abilities such as Blinding Flash or Fear can be cast on a target at point-blank range without risk to the one casting it. Spells requiring a dodge, such as Magic Net and Call Lightning, or that create a physical barrier, still take full effect. The character is also +1 to Save vs. Magic against all other sources.


Sorcery Proficiencies: Ley Line Studies

Casting Proficiency: The magic user is more proficient at weaving spells. All spells cost 20% less (round down) P.P.E. to cast.  (e.g. A spell costing 10 P.P.E. is only 8 P.P.E., a 100 P.P.E. spell is now 80 P.P.E., and 5000 P.P.E. spells costs 4000 P.P.E.).


Increase Duration: Spells cast by this character can have a 50% increase in duration, equivalent to the duration increase on a Ley Line Nexus. When on a Ley Line or Nexus, this enhanced duration is further increased.


Increase Range: Spells cast by this character can have a 50% increase in range, equivalent to the range increase on a Ley Line Nexus. When on a Ley Line or Nexus, this enhanced range is further increased.


Ley Line Siphon: The character can draw energy from natural Ley Lines to replenish their personal reserves of P.P.E. By being so attuned to their "inner Ley Line," they can adjust the way their P.P.E. flows to avoid needing a filter. While energy from the earth is consistent, drawing P.P.E. from other people is still too foreign (polluted) and variable to adjust and cannot be used to restore personal P.P.E. Requirement: Philosophy level 6.


Mystic Battery: By nurturing their inner ley line, these magic users are able to store more P.P.E. than others with similar training. The character gains +1D4x10 P.P.E.!


PPE Blocker: The spell caster has mastered P.P.E. in all its forms. He's so deadly that he's even capable of blocking the flow of P.P.E. in other spell casters! If successful, the victims will be unable to channel from their personal P.P.E. reserve, as if their P.P.E. was reduced to 0. To do this, the spell weaver must make physical contact with the intended victim (range: touch) and channel his P.P.E. into the victim to create internal P.P.E. dams. This costs 50 P.P.E. to attempt, and the victim has a chance to save.

A subdued opponent requires a Natural 20 to save vs. magic, or a modified 24 or higher. If performed during combat, the victim only requires an 18 or higher to save vs. magic. Victims who fail their save will have their P.P.E. blocked for 1D4 hours and unable to cast any spells in that time. The spell weaver can permanently block a victim's P.P.E. by permanently sacrificing three (3) Physical Endurance (P.E.) points. This is an extremely tasking process and the loss of three P.E. points is permanent, even if the victim successfully saves and is not affected. Requirement: Philosophy level 12 or higher.


Sorcery Proficiencies: Litany of the Arcane

Casting Focus, Arcane: Interrupting a mage can be a great way to neutralize a spell caster's strongest weapon, but students of the Litany of the Arcane are masters of spell casting and possess a great deal of experience. They gain a +1 to save vs. interruption for every level the spell is below the mage's current level.

Example: A level 10 wizard casts a level one invocation spell. The spell is nine levels below his current level, so the wizard receives a +9 to save vs. interruption. A level 4 wizard casting a level three invocation would receive only a +1 to save vs. interruption.


Dual Casting: This character knows incantations so well that not only can she say it forwards and backwards, but can weave multiple incantations together. In most cases, a Wizard will speak an incantation mixed in with gibberish to help keep the important words of a spell secret as well as to avoid enemies knowing exactly which spell is being cast. However, this student of the Litany of the Arcane mix in the incantation to two different spells at the same time. Even other Practitioners of Magic will have trouble deciphering the details as this concept is simply too foreign to them. When casting two spells simultaneously, the character must still spend the P.P.E. for both spells. Both spells activate at the same time, which is at the end of the longer of the two casting times. Requirement: Philosophy level 9 or higher.

Example: Beth is a Wizard who selects Dual Casting at Level 9. She wants to cast a Level 10 and a Level 12 spells. Level 10 spells take 15 seconds to cast, and Level 12 spells take 30 seconds to cast. She can cast both spells at the same time, but both spells will go off after 30 seconds. However, she also selected Spell Casting, Arcane at first level. So she can select Armor of Ithan (Level 3) and Superhuman Strength (Level 5) in a single melee action. She still must pay the same amount of P.P.E, but can cast them at a much faster rate.


Increased Spell Level: The character can cast spells as if her caster level were one level higher. This can affect aspects such as range, duration, and damage that increase with the character's level. This technique also works in synergy with the proficiencies: Casting Focus, Arcane and Spell Casting, Arcane. By increasing the character's effective caster level, she can also cast spells one level higher in a single action and has a lower chance of interruption. This does not allow characters to select Sorcery Proficiencies before they reach sufficient level requirements. Requirement: Philosophy level 3 or higher.


Increased Spell Strength: Spell strength can increase similar to person's P.S. attribute. The more a muscle is worked out, the stronger it becomes. Those who practice the Litany of the Arcane are known for using spell magic every chance they get. While this seems frivolous and/or foolish to most, the increased casting does have its benefits. The character receives a +2 to Spell Strength and +10 P.P.E. These are in addition to any other bonuses. Requirement: Philosophy level 6 or higher.


Master Siphon: These practitioners of magic are so skilled, they can draw P.P.E. even from willing and unwilling targets with equal skill! All victims get to Save vs. Magic. Those who fail can have up to 70% of their P.P.E. absorbed by the mage. This technique can work against other Practitioners of Magic as well, but with much less success. Practitioners of Magic have above average saving throws, and receive an additional +3 to Save vs. Magic to block this type of attack. Other spell casters are also instantly alerted to the attempt, even being roused from a deep slumber and are not likely to take such an intrusion kindly. However, if the Practitioner of Magic fails their saving throw, the character can siphon up to 20% of the victim's maximum P.P.E.! Requirement: Philosophy level 12 or higher.


Spell Casting, Arcane: Spell casting can be a slow process, and some mystic styles teach accelerated spell casting tricks. The difference here is that this is no trick. There are no short cuts. This is decreased casting time based upon experience, understanding the magic so well that it just becomes second nature. These spell casters can cast any spell equal or below their current level in only one melee action. This means a first level wizard can cast first level invocations in only one melee action, and a tenth level wizard can cast any spell from level one to level ten in one melee action. Any spell of a higher level than the spell caster takes the standard casting time. Requirement: Can only be selected at first level of the character. This cannot be selected at a later character level, even if a new philosophy is selected.


Sorcery Proficiencies: War Mage

Casting Focus, Battle: The spell caster is able to move freely. Running, jumping, rolling, parrying, and dodging will not interrupt the mage as long as it is under his momentum. Being hit, moved against his will, terrain giving way, or other outside distractions may still interrupt the mage, but the spell caster receives a +3 to Save vs. Interruption in these situations.


Magic Missile: A special type of training that helps magically direct attacks. Any magical ranged missile type attacks that require a strike roll (such as Fire Bolt) or a victim to dodge (such as Call Lightning or Magic Net) gain the benefits of this skill. Spells that only require a save vs. magic are unaffected. Bonuses: +1D6 damage (if applicable) at levels two and fourteen! +1 to strike (or difficulty to Dodge) at levels 2, 4, 8, and 12.


Magic Resistance: Spells and supernatural powers that cause injury only inflict half damage. Spells and supernatural powers that require a Save vs. Magic have their effects (penalties) and duration reduced by half. This may be the result of the character's extreme mental discipline, a special chant he or she knows, or some ability to absorb harmful mystic energy. Since this is a matter of willpower, the character can still be affected by spells with beneficial effects or by choice. Note: This ability does not protect against psionics.


Metal Channeling: Being covered in metal hampers a practitioner's ability to channel magic energy. Through extensive training, these experts of combat magic have learned to overcome this obstacle and can cast spells even in full plate without hindrance! Requirement: Philosophy level 5 or higher.


Spell Casting, Battle: Spell invocations levels 1-5 count as one melee attack/action (about 3 seconds), levels 6-10 count as two melee attacks/actions (about 6-7 seconds), and level 11-15 as well as Spells of Legend use up three of the character's melee attacks/actions (9-10 seconds). The character also receives a +2 on Initiative. Requirement: Can only be selected at first level of the character. This cannot be selected at a later character level, even if a new philosophy is selected.


Supernatural Aura: The magical energies contained within the practitioner of magic have increased the character's physical power. The character gains Supernatural Strength with a +4 bonus to the P.S. attribute, and fatigues at half the normal rate with a +2 bonus to the P.E. attribute. This means the character can lift items and inflict damage equal to a Supernatural Being, and carry out these tasks for a greater amount of time than most mortals. However, this power comes at a price. Anyone who can See Auras will see the individual as a Supernatural Being, and the character is constantly radiating magic and can be detected by Sense Magic whether or not any spell is actively being cast. If the character is of an evil alignment, anyone with Sense Evil will also instantly detect the magic user when in range. Requirement: Philosophy level 10 or higher.


Sorcery Proficiencies: Blood Magic (Forbidden!)

Blood Mist: A deadly attack used in conjunction with an offensive spell that deal damage, such as Fire Ball or Call Lightning. The character starts by speaking an invocation as they make a long incision along their body, usually down the arm or across the chest. Blood doesn't flow though, but instead turns into a red mist around the character as it weaves into the spell being cast. Once cast, the mist disappears and the magical projectile seeks out the intended victim. This caster must expend 25 Hit Points to use this technique, but if the spell successfully hits the target damage goes direct to victim's Hit Points! Observers skilled in Lore: Magic can attempt a skill check at -20% to recognize the intent of the ritual before it's too late. Opponents can attempt to dodge as normal. Requirement: Philosophy level 12 or higher.


Empower Spell: While casting an offensive or defensive spell, the character stabs himself hard enough to draw blood as a component for casting. Blood drawn in this manner is then channeled into the spell, turning any visual affects of the spell a dark crimson color. The attack deals damage direct to the caster's Hit Points (minimum 1D6), but once drawn the character can expend as many additional Hit Points as desired. Each Hit Point lost in this manner can add +1 damage to an attack spell, such as Fire Ball, or +2 S.D.C. to a defensive barrier, such as Energy Field. As long as the spell remains active, the two remain linked. This allows the original caster to expend additional Hit Points to reinforce an active spell.

Example: The character wants to attack with Fire Fist, and Empower it with Blood Magic. The character rolls 1D6 and gets 2. He takes 2 Hit Points of damage and is content for now, allowing his punches to inflict 3D6+2 damage (plus P.S. bonus, if any) for the duration. He then casts an Energy Field to shield some innocent civilians, and this time decides to take 10 points of damage direct to Hit Points, granting the Energy Field 80 S.D.C. (10x2=20, plus the normal 60 from the spell). As the battle goes on, he may decide he needs to further boost one of his spells. He can sacrifice more Hit Points to increase his damage, or reinforce the Energy Field with extra S.D.C. to keep the people safe.


Increase Level: A Blood Mage must first stab or cut himself to draw blood. The character can then sacrifice Hit Points to cast the spell as if from a magic user of higher level. Every 5 Hit Points sacrificed in this way increases the spell level by 1, but cannot exceed more than double the character's current level.

Example: A level 3 Blood Mage can cast Fire Ball, and wants to do as much damage with the spell as possible. Normally the spell would be cast as a third level caster for 3D6 S.D.C., but the Blood Mage can sacrifice 15 Hit Points to cast the spell as if a sixth level caster (twice his current level) to inflict 6D6 S.D.C.


Life Force Energy: At the time of death, a character's P.P.E. is doubled. These individuals have found a way to tap into that energy while still alive. The character can sacrifice Hit Points for added P.P.E. Every Hit Point sacrificed in this way provides one point of P.P.E. (1:1 ratio). If the character uses his/her last Hit Point (reduced to 0), that last point provides 10 P.P.E.! However, it's important to note that this damage cannot be healed with magic or psionics and can only be recovered naturally. So characters who sacrifice their last Hit Points are often sacrificing their lives. Note: This conversion bypasses S.D.C. completely.


Soul Reaper: Can draw double PPE from victims at the time of death, even in battle! Victims must be within 10 feet (3 m), and the character must either deal the killing blow personally or at least have line of sight. Drawing the P.P.E. costs one attack/action and must be done immediately. The character cannot delay, not even for a single action. Requirement: Philosophy level 6 or higher.


Unbreakable Focus: These characters train to cast magic while cutting and stabbing themselves, so taking a hit in the middle of a spell is nothing new. Breaking their concentration through damage or other means is completely ineffectual. The only way to stop a student of Blood Magic from casting the spell is to make it impossible; such as gagging the individual, cutting out the tongue, or knocking them unconscious. This also allows the practitioner to move and attack like normal. Unlike other magical techniques and philosophies, Blood Magic does not reduce the time for casting spells. Attacks per melee and spell casting times are still kept separate. What this means is that a student of Blood Magic can cast spells while still taking advantage of their attacks per melee round. While this means they'll cast much slower than some other magic users, this is a powerful ability not to be underestimated. Requirement: Can only be selected at first level of the character. This cannot be selected at a later character level, even if a new philosophy is selected.

Example: A first level practitioner with Blood Magic has four attacks per melee. In this round, she wants to cast a level three and a level four spell. Because both spells are between levels one and eight, she can cast both in a single melee round. So in this scenario she'd be able to attack (or take other actions) twice, cast her level three spell, attack two more times, then cast her level seven spell. Next, she wants to cast a level twelve spell. That takes two melee rounds (30 seconds). This means she'll be able to attack (or dodge) eight times! That's two melee rounds of actions, and then she can still cast her spell without interruption. So while someone proficient in Advanced Spell Casting could've cast those same spells in half the time, they also could've taken no other actions while casting.


Sorcery Proficiencies: Divine

Divine Boon: The character receives one additional spell selection from the available list at levels five, nine, and thirteen.


Divine Favor: Typical Priests of Light are limited to Invocations from levels 1 through 3, but this character is favored by their god and can cast spells one level higher than normal. This proficiency may be selected more than once, up to a maximum of three times, but cannot be selected more than once per level of experience. Requirement: Philosophy level 4 or higher.

Example: Anne is a fourth level Priest of Light. She can spend one of her O.C.C. Related Skills to select Divine Favor, allowing her to now cast magic up to level 4. Her goal is to cast level 6 magic (the highest Divine Favor can grant). Though she has a second O.C.C. Related Skill, she can only select Divine Favor once per level. She'll have to wait until she's higher level before she can select it again.


Element of the Divine: Many gods can also cast Elemental Magic. This knowledge can be shared and endowed upon their priests. In addition to the normal spell selection, the priest may also select one element (Air, Earth, Fire, or Water). When the priest is endowed with new spell knowledge upon leveling, s/he may select from Level One spells of their chosen element. This does not grant additional spells, but only expands the spell list selection. Note: Any selections of Divine Favor also increase the spell level of Elemental Magic available.

Example: Anne is now a level eight Priest of Light. She's selected Divine Favor twice, spending an O.C.C. Related Skill at level 4 to gain one and then taking a Sorcery Limitation at level 6 for additional Divine Favor. At level 8, she spends an O.C.C. Related Skill to select Element of the Divine. Her Divine Favor carries over to her elemental selections. Now when Anne gains spells, she can select spell invocations from level 1-5, or Elemental Magic from levels 1-3. She can spend her second O.C.C. Related Skill as a new skill selection, remove her Sorcery Limitation, or to select Divine Favor for a third time (like she's wanted).


Sorcery Limitations

Chronic Pain: Though the character had enough force of will to craft magic, their body was simply not up to the challenge. The channeling of mystic forces and casting of magic has their physical bodies weakened and in a state of constant pain. This results in -1 to P.E., -1 on initiative, and the pain is so distracting and debilitating the character is -5% to all skills. Fortunately, the character is so accustomed to pain that they can endure torture and severe injury resulting in +3 to Save vs. Pain, +5% to Save vs. Coma/Death, and can continue to stand and fight up to -10 Hit Points.


God Syndrome: The character believes magic is the ultimate power, and anyone who can't cast magic beneath him or her. This individual tends to believe s/he is above the law, and can't be held to the standards of mundane mortals. The character only works well in a group when involving non-magic users unless s/he is leader, and even then will little regard for the "ordinary people" and dismiss their ideas without even hearing them out. S/he expects the adoration of others and is baffled when their attitude insults or angers the mundanes. The character suffers a -2 penalty to the M.E. and M.A. attributes, and -4 to Perception checks as a result of arrogance and underestimating everyone else around them, including enemies.


Focus Dependent: The character has learned to cast his/her spells through an object for focus. For some this could be a particular staff, a holy symbol they always wear, a crystal, a spell book (if the character uses such an item), or just about anything. In order to cast a spell, the character must take hold of the object in one or both hands. If the focus is ever stolen, lost, or the character cannot take hold of it (such as being restrained), the individual cannot cast magic at all!


Inefficient Casting: To compensate for lack skill and/or technique, these men and women simply pump more power into their spells. While inefficient, by spending double the standard P.P.E. cost these characters can still cast magic without refining their techniques.


Insufficient Willpower: The character lacks the focus, concentration, and/or confidence to exert full control over their magic. The duration and range of all spells cast by this individual are reduced by half.


Magical Beacon: Supernatural beings are naturally attracted to this character, characters who can see or sense magic users will detect this character at twice the normal range, and the character suffers a -1 to dodge penalty against magical spells as if they're drawn to him.


Metal Barriers: Metal hampers the channeling of magic, and in most cases if the magic user avoids covering her body in 50% or more of metal there's no conflict. For this character, things are a bit more complicated. Not only does she need to avoid covering her body with metal, but targets covered in 50% or more metal are immune to any spell that requires a Save vs. Magic. This makes knights, soldiers, and other warriors in heavy armor difficult to target and a greater deal of strategy on the part of the practitioner to remain effective.


Requires Hand Gestures: Many wizards use had gestures as part of the spell casting process, typically for flair and dramatic effect. These showy distractions can be as much a part of wizardry as anything else, but are generally not required to cast a spell. However, some practitioners of magic rely on the hand gestures as a way to focus and direct mystic energy. These men and women cannot use magic without these hand gestures. This makes it difficult for them to cast stealthily, and binding their hands can prevent them from casting magic all together.


Ritual Cleansing: After expending P.P.E., the character must perform some kind of ritual of cleansing in order to allow her body to recover the spent energy. The ritual itself could be almost anything depending on the type of mage and her culture. Some possibilities include sitting under a waterfall, bathing in a stream, meditating while burning incense, chanting, and praying to a deity. Whatever the ritual, it should take about an hour to perform. If the Ritual Cleansing is interrupted for more than 30 seconds, the character will need to begin again. Once the ritual is complete, the character will again be able to recover P.P.E. normally. However, the next the character casts a spell, she will stop recovering P.P.E. and will need to undergo the Ritual Cleansing all over again.


Ritual Dependence: The sorcerer has developed his or her magic according to strict ritual principles. The character can only cast magic in the form of a ritual (minimum 10 minutes and upwards to an hour and 15 minutes!), which means traditional Invocations must be converted into ritual equivalents. If a full ritual can't be performed, then no spells can be cast. On the upside, all magic cast as a ritual has double the normal duration and range.


Solar (or Night) Powers: For one reason or another, the character believes their magical powers are, at least in part, fueled by the sun (or moon). The character will likely have some type of philosophy such as "As the sun brings life and flowers bloom, so too do our powers" or "The tides ebb and flow with the moon, the streams of energy within us are no different." When the character lacks their source of power (either at nighttime or daytime) their magic is 20% less potent (20% less damage, range, and duration).


Vulnerable to Magic: This practitioner of magic has learned to open himself up to magical forces, but in doing so has made himself vulnerable to it. Magic spells inflict double damage and the effects/penalties and duration are also doubled when used against this character. Magical weapons and Creatures of Magic also inflict double damage.


Vulnerable While Casting: Magic users are generally weaker in physical battles, and this character more so than most. Any time the character takes damage while casting a spell, s/he receives double damage. This makes it easier for mundane fighters to interrupt even an experienced spell caster.


Weak Spells: The character's spells are weaker than normal. All spells are cast at one level lower than the caster's current level (minimum 1), and the character's Spell Strength is reduced by 2.

Example: A standard level one Wizard has a Spell Strength of 12, while a Wizard with Weak Spells will only have a Spell Strength of 10. When casting Decipher Magic, both Wizards would have the same duration at level one, but by level three the standard Wizard's spell would last for 6 minutes while the Wizard with Weak Spells would only last for 4 minutes (1 level lower, so the equivalent of a level 2 caster).


Wild Magic: Spells and magic still work, but not always as expected. Each time the character attempts to cast a spell, there is a 01-75% chance something unpredictable and/or inconvenient will occur. Roll on the following table. Unless otherwise stated, the original spell still goes off as intended and all effects are in addition to the intended spell.


01-05: Spell Fizzles. P.P.E. is expended, but nothing happens (spell does not go off).

06-10: P.P.E. Backlash. The character takes damage equal to half of the spell's P.P.E. cost (minimum 1).

11-15: Protective Barrier. A barrier of magical energy forms around the character and lasts for 1D4 melee rounds. This protective shell does not impede the character at all, but will absorb up to 10 S.D.C. damage. Only those capable of seeing Ley Lines will be able to see the faint magical aura surrounding the character.

16-20: Random Rift. A rift opens and summons a lesser demon or deevil (G.M.'s discretion to which one).

21-30: Magic Aura. The practitioner of magic is surrounded by a visible white-blue aura for 1D4 hours. This continual soft glow of magic makes it impossible to sneak around, and animals sensitive to magic will instinctively avoid the character, even if normally a beloved pet or companion (familiars are unaffected).

31-35: Reduced Power. The spell is cast as if the caster were 2 levels lower (minimum 1).

36-45: Power Boost: The spell functions as if it were 1 level higher.

46-50: Energy Drain. Casting the spell temporarily drains the individual, causing the character to lose initiative and his/her next attack/action.

51-55: Full Power Spell. The caster cannot cancel or stop the spell, and even if the spell can normally determine friend from foe, everyone that enters within range of the spell is affected, including the spell caster (this overrides even the proficiency: Spell Resistance).

56-60: Random Spell. P.P.E. for the intended spell is expended, but it does not go off. Instead, a different spell of the same spell level is cast (G.M.'s discretion to which one). The caster does not need to know the spell, and the P.P.E. cost for the replacement spell is ignored.

61-65: Power Surge: The spell functions as if it were 2 levels higher.

66-75: Diminished Power. The spell is cast as if the caster were 1 level lower (minimum 1).

76-00: Spell works as intended. Nothing unusual happens.


Mystical Hand to Hand

Magic users are capable of learning the same standard hand to hand training as most other classes. However, while learning to kick or throw an opponent are useful in a melee battle, those skills don't do anything to improve their magic. This is why many practitioners of magic have begun to develop unique training methods that focus on spell casting over mundane combat. For most magic users, learning how to cast a spell faster during combat and not lose focus is far more valuable than being able to punch better.

The following hand to hand styles grant bonuses to P.P.E, Spell Strength, and Sorcery Proficiencies as the character levels up. Instead of additional attacks per melee, some focus on Spell Actions. These are similar to normal attacks per melee; but cannot be used for attacks, dodges, movement, or any other basic action. Spell Actions can only be used to cast a magic spell.


Hand to Hand: Spell Weaver

Magic can be a powerful instrument, made all the more powerful with a clever and resourceful mind. Some mages learn the ability to weave magic as artfully as others weave a fine silk shirt. With time to prepare they can best the most powerful of forces. Unfortunately, when caught off guard or in the middle of a battle they're not much better than any other, sometimes even less equipped due to the lack of formal combat training. Popular with students of Ley Line Studies.


Availability: Practitioner of Magic.

Limitations: The focus is on spell casting with little to no training in actual hand to hand situations. There is no auto-parry, no kicks, no critical strike range increase, no knock-out/stun range, and no death blow.

Skill Cost: Two O.C.C. Related skill.


Basic Combat Moves:

1: Starts with three attacks per melee round, and select one (1) Sorcery Proficiency.

2: +3 to roll with punch and +3 to pull punch.

3: One additional Spell Action per melee round.

4: +3D6 P.P.E. base.

5: Select one (1) Sorcery Proficiency.

6: +1 to Spell Strength.

7: One additional attack per melee round

8: Select one (1) Sorcery Proficiency.

9: +2 to save vs. magic, and +2 to save vs. interruption.

10: One additional Spell Action per melee round.

11: +1 to Spell Strength.

12: Select one (1) Sorcery Proficiency.

13: +3D6 P.P.E. base.

14: One additional Spell Action per melee round.

15: Select one (1) Sorcery Proficiency.


Hand to Hand: Spell Slinger

 A balanced style the focuses on magic and hand to hand training. A good choice for practitioners of magic who want to be competent in a hand to hand fight while still focusing on magic. They can compete on a nearly even level with an opponent with basic combat training, while still placing a focus on magic, with an added emphasis to apply it during combat. However, this balance comes at the cost of not excelling in either field. A Martial Artist would say they didn't focus enough on their combat training, while a Spell Weaver would argue they didn't dedicate enough to their magic. Still, this style remains the best compromise between the two. Common among War Mages and students of Blood Magic.


Availability: Practitioner of Magic.

Skill Cost: Three O.C.C. Related skills.


Basic Combat Moves:

1: Starts with four attacks per melee round, and select one (1) Sorcery Proficiency.

2: +2 to roll with punch, and +2 to parry and dodge.

3: +1 to save vs. magic, and +2 to strike with a ranged spell.

4: One additional attack per melee round.

5: +1 to strike.

6: Select one (1) Sorcery Proficiency.

7: Kick attacks: Karate style kick does 2D4 damage and any one of choice.

8: +1 to Spell Strength.

9: Critical Strike on an unmodified 19 or 20.

10: One additional attack per melee round.

11: Select one (1) Sorcery Proficiency.

12: +2 to strike with a ranged spell, and +1 to parry and dodge.

13: Critical Strike or knockout from behind.

14: +1 to Spell Strength, and +1 to save vs. magic.

15: One additional attack per melee round.


Hand to Hand: Circle of the Arcane

A fighting style that focuses on meditation and mystical abilities, with a minor focus on combat techniques. Trained in combat to use an automatic parry and gain a few bonuses, they're more combat capable than a Spell Weaver while maintaining a strong emphasis on enhancing their magical talents. Some magic users consider this combat training to be the most powerful of all the magical styles and essential to any "true" mage.

The Circle of the Arcane was created by pupils of the Litany of the Arcane. At first, training into this art remain exclusive to a select group. This group became known as the Inner Circle to the Litany of the Arcane. Since only they could practice it, the hand to hand style was named after them. Over time, more and more were accepted into the circle and the knowledge began to spread. While it remains the preferred art to pupils of the Litany of the Arcane, the art grows more and more in popularity with students of Ley Line Studies as well.


Availability: Practitioner of Magic.

Limitations: The focus is on spell casting with little training in physical hand to hand situations. There are no kicks, critical strike range increase, knock-out/stun range, and no death blow. Note: Unlike the Spell Weaver, students of the Circle of the Arcane start with auto-parry (the ability to parry without using an attack).

Skill Cost: Four O.C.C. Related skills.


Basic Combat Moves:

1: Starts with three attacks per melee round, and select one (1) Sorcery Proficiency.

2: +2 to roll with punch, and +2 to save vs. magic.

3: One additional Spell Action per melee round.

4: Select one (1) Sorcery Proficiency.

5: Select one (1) additional Philosophy.

6: One additional attack per melee round.

7: +2 to Spell Strength.

8: Select one (1) Sorcery Proficiency.

9: One additional Spell Action per melee round.

10: +2 to parry and dodge, and +1 to save vs. magic.

11: Double existing P.P.E.

12: One additional attack per melee round.

13: Select one (1) Sorcery Proficiency.

14: +1 to Spell Strength.

15: One additional Spell Action per melee round.