Magic and Psionics in the Dominion:
The Dominion policy
on magic and psionics is simple. If you cast or have Psi-powers, you are
required to register with Dominion Arcane and Psi-bureau. After that, you
are treated like everyone else.
Violators of the regulations
pertaining to the usage of magic or psionics will either be fined a sum
or find themselves with Binders.
Binders are techno-wizard/psionic devices
that resemble handcuffs minus the connecting chain. They are able to block
access to magical or psionic abilities and prevent the access of PPE or
ISP. Serious offenders are given binders for their first offense, a prison
term and binders for their second offense, and exile for the third offense.
Magic users are common
through Dominion space. The majority can be found in the Mage Corps. They
have access to most spells as known on earth and a few not found anywhere
but on Dominion planets.
Some of the magical
forms presently availible descend from the recent openning of Dreztarian
archives, including tattoo magic and True Rune magic. Development of unique
tattooes has been going on for decades.
Psionics aren't as common as mages, but
they show a very even split between the different types.
Rune Magic
Unlike Bio-wizardry
based Rune Magic, dependant upon lifeforms and the sort, True Rune Magic
is purely the imbuing and manipulation of Ley Line and Weave Engery. The
secrets to this form of magic are known by a scant few races or individuals.
Among those who know
this magic are the Dreztarians, who have practiced Rune Magic for untold
millennia. They employ rune magic in a unique form of techno-wizardry they
call Runetech.
The Average person can use rune-imbued
items, as the object actually facilitates the activation and the drawing
of PPE from the ley lines or the weave.
Basic Runes:
Rune of Armor
PPE: 6
Range: Touch or 3 feet
Duration: 1 minute per level of experience
Saving Throw: None
Effect: When inscribed or spoken, the caster
is incased in a suit of magical Armor (MDC equal to PE x 2) For an extra
18 PPE, the rune can be permanently etched into an artifact or item, and
therefore used by anyone, provided that they have sufficient PPE
Rune of Tongues:
PPE: 12
Range: Touch
Duration: 3 minutes per level of Experience
Saving Throw: None
Effect: Same as the spell
Rune of Firebolt
PPE: 6
Range: 200 feet plus 100 feet at levels
3, 6, 8, 12, and 15
Duration: Instant
Saving Throw: Dodge of 16 or higher
Effect: Creates a bolt of fires that flies
toward the target. Does 3D6SDC/MDC
Rune of Farspeak: Lesser
PPE: 16
Range: 25 miles plus 5 miles every 3 levels
of experience
Duration: 5 minutes per leval of Experience
Saving Throw: None though mind Block Auto
Defense will negate this rune
Effect: Permits the caster to communicate
with one other person through a magical for of telepathy
Rune of Strength
PPE: 116
Range: Touch, or 2 feet
Duration: 1 melee per level of experience
Saving Throw: Standard if unwilling
Effect: Grants a + 3 PS for the target
of the casting
Rune of Teleportation: Lesser
PPE: 130
Range: 10 miles per level of experience
Duration: 1 minute per every third level
of experience
Saving Throw: None; force fields, magical
shields and circles will block this rune
Effect: Instantly Teleports the Castor
and 1 additional person per level of experience to the location visualized.
The Caster has to have been to that location before.
Rune of Speed
PPE: 38
Range: Touch or 3 feet
Duration: 1 melee per level of experience
Saving Throw: Standard if unwilling
Effect: Grants a +4 bonus to the SPD attribute
and the recipient tires at 10% of the normal rate
Rune of Protection: Fire
PPE: 120
Range: a 10-foot area
Duration: 1 minute per level of experience
Saving Throw: None
Effect: Protects against all forms of fire
attacks and prevents fire elementals from entering the proscribed area
Rune of Protection: Evil
PPE: 125
Range: A 10-foot area
Duration: 1 minute per level of experience
Saving Throw: None
Effect: Protect against supernatural evil.
Mortals of an evil alignment must save vs. Horror Factor of 14 to pass
into the protected area.
Rune of Damage Enhancement
PPE: 180
Range: Touch only
Duration: Permanent
Saving Throw: None
Effect: Adds +4 to the weapon receiving
the Rune
Rune of Healing: Lesser
PPE: 50
Range: Touch or 2 feet
Duration: Permanent
Saving Throw: None
Effect: Restores 2D6 HP/SDC or 1D12 MDC
Rune of Protection: Energy
PPE: 100
Range: 5-foot area plus 5 feet per level
of experience
Duration: 1 minute per level of experience
Saving Throw: None
Effect: Protects against energy attacks
of all types (Total damage cannot exceed 1,000 MD)
Runes and Technology:
Runes can be inscribed on just about anything
less than 100 feet in size and nothing over 1000 tons. 8 runes can be added
to an object that is between 1 and 25 feet tall, 6 Runes can be added to
any object between 26 and 50 feet tall, and 4 Runes can be added to any
object between 51 and 100 feet tall.
Common Dominion Spells
Level 1
Light Grenade
Range: 50 feet
Duration: instant
Saving Throw: standard
PPE: 3
Light Grenade is, like blinding flash,
used to slow down and confuse the opposition. It’s a compact
little spell that combines some principles of Globe of Daylight and Blinding
flash into a object the size of a grenade that detonates on impact, blinding
anyone with in a 10' radius of it (Usual penalties apply) who fails to
save.
Whispering Wind
Range: 5 feet plus 2 feet per level of
experience
Duration: 1 melee
Saving Throw: vs. horror factor of 13
PPE: 4
Whispering Wind is another shock spell,
creating a wind that whispers ominous words, and threats, and sometimes
like something from the deepest pit of hell
Level
Seven
Link Enchant: Lesser
PPE: 50 plus the PPE of the linked spells
Duration: Instant with potentially permanent
effects
Saving Throw: None
Range: Touch or 3 feet
-The effect and purpose of this spell is
combine the effects of two seperate spells into one. For example. Mage
Artificers use this spell for improved enchanted weapons and other such
tools of the trade. OTher applications can be used to combine the cast
and pass spells into more potent combos.
Renew Spell
PPE:
100; 400 sacraficied to make the renew spell permanent.
Duration:
15 seconds per level
Saving
Throw: none
Range:
Touch or 1 foot
-The
Purpose of this spell is to forgo the necessity of having to cast the spell
multiple times. In rare cases or in the instances of those who use magic
to create items, this has the advantage of a 'endless' spell. Unless made
permanent, the Renew spell makes the target spell effectively unlimited
for the duration of the renewal
Level
Eight
Spell Queue
PPE:
45, plus the PPE for the queued spells
Duration:
The spell queue exists until all spells queued are expended
Saving
Throw: None
Range:
Touch
-The
spell queue, like the Renew spell is meant to bypass the need to recast
a spell every time. The queue itself remains in effect until all the spells
are exhusted. the end duration is effectively limitless, excluding the
death of the caster, in which case, the queue and its spells dissipate.
Level
Ten
Link Enchant: Greater
PPE:
100 + the ppe for the target spells
Duration:
Instant with potentially permanent effects
Saving
Throw: None
Range:
Touch or within 3 feet
-This
is the improved version of the above spell, capable of linking up to 4
spells at a time.
Grimoire
PPE:
300 (half for High and Lorg Magi), plus the cost of each spell.
Duration:
Permanent until destroyed
Range:
Touch or 1 foot
Saving
Throw: None
-Creates
a permanent spellbook with every spell the mage knows. Each individual
spell takes up one page in the Grimoire. Updating the grimoire with new
spells cost 50 PPE per spell (again, half for High and Lord Magi), plus
the spell cost. Each spell can be cast from the Grimoire, similar to a
spell scroll, only the spell does not disappear.
Level
Eleven
Enchant Weapon: Improved
PPE:
350; 700 to be made permanet; PPE must be sacrificed from the PPE base
of the caster
Duration:
4 minutes per level of the caster
Range:
Touch
Saving
Throw: None
-A
variation of the Enchant Weapon: Minor spell, this one creates a blank
template for other spell effects to be added to the enchanted weapon.
Dreztorian PPE Crystals
The homeworld of the
Dreztorians, known as Verallis to them, and Epsilon Eridani 4 to us, has
many wonders. Soaring cities of stunning beauty, works of breathtakingly
beauty, things like that. The Single most amazing thing about Verallis
is not the people, or their homes. No, it is the remarkable crystals that
grow only along the swollen ley lines of the planet.
Scientists and Mages
alike have been puzzling out their nature for eons. The Dreztorians have
long since given up trying to understand them. They just use them.
The crystals grown like cacti along the
planetary leylines in great numbers. Individually, they range between 3
and 18 inches in size with some growing as large as 4 feet, 6 inches in
height. For their apparent size, they are remarkably light. The smallest
weights in at 6 ounces and the heaviest at 15lbs.
Dreztorians often harvest
these crystals to power their technology and spells, as the Dreztorians
are natural magic users. They've recently permitted sale of these crystals
off world. This is, of course, very tightly controlled, but one simply
can't be everywhere at one.
The Crystals
Through some wholly unknown, natural process,
the PPE of the ley lines is filtered and formed into crystals, only, it
seems, along leylines. A mage can simply draw from them as he draws from
everything else. Curiously, after the PPE is spent, the crystal begins
to slowly recharge almost automatically, regardless of location. This makes
them valuable as a renewable resource. The crystals recharge the fastest
when on Dreztoria, but they will recharge, regardless of location.
Game Information:
The crystal recovery rate is 5% of its
total PPE per day. When on Dreztoria, with its natural energy fields, the
Crystals recover 25% of their total PPE per day
When broken, the stored PPE dissipates.
The crystalline material, however is exceptional for use as components,
with, or without its stored PPE.
Small Crystals have 1D4 x 10 MD
Medium Crystals have 2D4 x 10 MD
Large ones have 1D6 x 10 MD
Huge Crystals have 2D6 x 10 MD
Enormous Crystals have 2D6 x 10 + 15 MD
Small Crystals
PPE: 30 - 120 PPE
Cost: 6,000 to 15,000 credits
Medium Crystals
PPE: 121 - 300 PPE
Cost: 22,000 to 80,000 credits
Large Crystals
PPE: 301 - 600 PPE
Cost: 60,000 to 120,000 credits
Huge Crystals
PPE: 601 - 1,200 PPE
Cost: 300,000 to 1 million credits
Enormous Crystals
PPE: 1,201 - 10,000 PPE
Cost:
14 million - 35 million credits
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