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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