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In’nar Dirz’Xun of House Zau-Rret -Lord Adept, Dream Demon, Child of The void-

Male Drow Elf Wizard









· In’nar Dirz’Xun of House Zau-Rret [Lord Adept, Dream Demon, Child of The void]



Name: In’nar Dirz’Xun of House Zau-Rret [Lord Adept, Dream Demon, Child of The void]


Race: Dark Elf O.C.C.: Wizard Level: 1 Alignment: Aberrant


Age: 44 Ht: 6’6” Wt: 200lbs Gender: Male


P.S.: 37 P.P.: 28 P.E.: 40 Speed: 41 P.B.: 21 I.Q.: 24 M.E.: 36 M.A.: 27


H.P.: S.D.C.: M.D.C.: 129 I.S.P.: N/A P.P.E.: 1300


Chi: 160 Save vs. Poison & Magic: +8


Charm/Impress: 55% Skill Bonuses: +10% Save vs. Coma/Death: 40% Trust/Intimidate: 92% +8% with an additional +2% per level to intimidate when demonstrating resistance to pain & suffering (can be added to an MA.%).


Save vs. Psychic attack/Insanity: +14 Save Vs. Pain: 14+ Save Vs. Poison/Magic: +15 vs. magic, +11 vs. Elven Magic, Immune to Illusions, Immune to all Poisons & Drugs


Save vs. HF: +14 Horror Factor: 10 radiate evil (12 when eyes are glowing)


Spd: of X 20 = yards per minute (820) x .681818181818 = mph (27.95) yards per 15 seconds (205) yards per second (14)


Combat Stats:


Attacks per Melee: 4


+1 Spell Attack,


Death Blow Natural 20 or from behind,


Critical Strike Natural 20 or from behind,


KO/Stun Natural 20 or from behind,


+14 to strike


+10 to strike with ranged attacks


+8 Break Fall,


+8 Roll with Punch/fall/impact,


+2 to body flip/throw (3D6 damage and victim loses 1 attack and iniative)


+9 pull punch,


+3 to initiative,


+11 to dodge (auto dodge),


+15 to parry,


+14 to save vs. pain.


+10 to Maintain Balance


+2 to strike with punches, +16 to Damage on all hand strikes regardless of form, and +2d6x10 to power punch, and also lower the treat the characters hand attacks as if it were a P.V. of 2..


: +2 to strike with kicks, and +16 to damage on all kick attacks regardless of form and + 3D6 to Speed +10 feet to leap distance and the character can hit fist size targets without any penalties +2d6x2 to power kick. Treat the characters kick attacks as if it were a P.V. of 2.


Contact with anyone is potentially lethal. The flesh itself isn't venomous, but sweat, blood, and spit is. A kiss is very lethal, and of course, no prostitute for you unless you want a dead hooker in your bed. On the plus side, the user is also immune to poison. This means that any contact with the artist's bodily fluid, especially sweat, requires a save vs. lethal poison. A failed save means a victim suffers 1D6 HIT POINT damage, and continues to suffer 1D6 HP damage for 1D4 melees.


Special O.C.C. Abilities:


Sense dimensional anomalies, rifts etc


Sense PPE, tap into ley lines, nexus, and creatures, as a magic user for Chi, PPE and ISP purposes (keep in mind that Chi users are masters of their PPE and that like mages they cannot have their Chi/PPE taken without their consent), and increases Chi/PPE/ISP regeneration with meditation (double the normal amount of PPE/ISP normally regained). Extra 2d6 PPE per level experience


Fatigue at only 1/10 the usual,


1. See and Use Ley lines: The wizard can see powerful magic energy emanating from the earth in a straight line. These lines of energy are known as ley lines. Where two or more ley lines intersect is a more powerful ley line nexus. The wizard recognizes these lines and junctions as places of power where he or she can draw on additional magical energy and where spells and powers are increased. A Wizard standing on a Ley Line will have twice the amount of mystical energy to use for his spells. Ley lines are natural lines of mystic energy that crisscross parts of the planet and bind together all things in the Megaverse. The ley lines are not visible to the average person. Only practitioners of magic and most creatures of magic can see the gentle flow of magic energy.


The wizard can also see mystic energy radiating from incredibly powerful creatures, such as ancient dragons, demon and devil lords, and godlings and gods, as well as the most powerful magic items, like the weapons of the gods and greater rune weapons.


2. Ley line Drifting: The wizard can open himself to the ley line energies and walk or float through the air along the length of a ley line. The maximum speed is a mere Spd 10, but it is relaxing and does not cause exertion or fatigue. Applicable only to the wizard; he cannot magically enable others to float along with him.


3. Ley Line Rejuvenation: When standing on a ley line or nexus, the wizard can absorb ley line energy to double the rate of natural healing. To do this, the character must concentrate on healing while relaxing on a ley line. The wizard can also use a ley line or nexus to perform an instant rejuvenation as often as once every 24 hours. After about 10 minutes of concentration, 2D6 hit points and 2D6 S.D.C. are magically restored.


Magical Enhancement Skills: As a wizards knowledge of magic grows, he can learn to cast spells in ways slightly different from how the spells were originally designed or learned. A wizard can learn to cast without having to say it's magical words, to cast a spell for greater effect, or to cast without anything but a moment's thought. Preparing and casting a spell in such a way is harder than normal, but thanks to the Magical Enhancement skills, at least it is possible. Any spell so adjusted through a Magical Enhancement skill is considered to be a spell of the next higher level in difficulty to learn or teach (ie: A third level spell would be considered a 4th level spell etc...). There are several Magical Enhancement skills that can be applied to a spell. Each skill that is used changes the spell complexity as stated above cumulatively. (ie the 3rd level spell is modified with 3 Magical Enhancement skills and so becomes a 6 level spell in terms of complexity). The Magical Enhancement Skills are as follows:


4. Empower Spell: With this skill, spells can be made to cast to greater effect. damage, beings affected and variable numerical values of like effect of the empowered spell are doubled. 5% per level chance of success.


5. Enlarge Spell: With this skill, spells can be made to cast farther. Range and area affect are doubled. 5% per level chance of success.


6. Extend Spell: With this skill, spell effects can be made to last longer. Spell duration is doubled. 5% per level chance of success.


7. Heighten Spell: With this skill, spells can be made to be cast as if they were of higher level. Spell effects dependent of spell level are calculated to the heightened level. Level of the spell is effectively doubled. 5% per level chance of success.


8. Maximize Spell: With this skill, spells can be cast to maximum effect. Damage, beings affected and variable numerical values of like effect of the maximized spell do maximum effect. 5% per level chance of success.


9. Quicken Spell: With this skill, spells can be cast at a moments thought. Casting time for a quickened spell is so fast the spell casting is considered a free action and not subject to initiative. 5% per level chance of success.


10. Silent Spell: With this skill, spells can be cast Silently. Incantations necessary to cast spells become mental, no vocalization is necessary. 5% per level chance of success.


11. Still Spell: With this skill, spells can be cast without gestures. Incantations necessary to cast spells become totally mental or vocal. 5% per level chance of success.


R.C.C. Abilities:


Superior Physical prowess, and beauty, generally high intelligence At home in nature, Can walk in the forest without disturbing any creature, they are 90% resistant to sleep and charm spells, but in addition they are completely immune to the paralyzing effect of any undead creature. Other types of paralysis do work against them. Elves can detect secret and concealed doors and compartments as per spell always on get a +1 to strike, parry, initiative, and attack bonus with a sword or bow, +2% on all wilderness and ranger: Infra-vision, See in absolute dark, See the Invisible, See Auras, Night vision which extends 900 feet. Night Vision is combined infra red vision (both light emitting and non light emitting) and light amplification. When using active infra red vision, eyes glow red. Naturally ambidextrous and automatically have paired weapons in one weapon that they learned in their youth. Dark Elves get +10% on Prowl, any tracking skills, all wilderness and ranger skills, and the Skill "Identify Plants and Fruit" specialized for underground plants. All dark elves have the ability to meld with shadows equal to the sixth level Wizard / Ley Line Walker spell. They move almost silently and can blend into the shadows and environment with 75% chance of success (only when underground or in a very familiar area). Ta-Itaik: A highly focuses outburst of P.P.E. similar to a Chi blast does damage equal to P.P.E. expenditure x 10 (P.P.E. X 10) range is limited to 200 ft, they can Also defend at the same rate but they must declare amount before damage is Taken. Change form to regular elves, just a color change, may not use powers in this form, absolute no detection of trueness in this form, they may also heal using P.P.E. at P.P.E. x 5


Natural Magic Abilities: All of the dark elves can use the following spells once/day/level:


Dancing Lights


Faerie Fire


Darkness


Those above 4th level can cast:


Detect Magic


Range: 40m (132m)


Duration: 2 minutes per level of experience


Saving Throw: None


P.P.E. Cost: 4


This spell enables teh character to sense or feel the presence of magic. Like a geiger counter, the individual can tell if it is near, or far. The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if magic is being used in the range area. Note: To praciticioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this.


Know Alignment


Levitation


Range: Up to 60ft (18.3m) away.


Duration: 3 minutes (12 melees) per level of experience.


Saving Throw: Standard


P.P.E.: 5


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 2001bs (90kg) plus 201bs (9.1kg) per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60ft (18.3m) plus 10ft (3m) per each level of experience. Targets can be affected up to 60ft (18.3m) away.,


All Dark Elves innately know the following spells, but it's possible for other wizards to learn these as well. MDC worlds these spells do MDC instead of S.D.C.:


Blinding Flash:


Range: 3m radius (10ft), up to 20m (66ft) away.


Duration: Instant


Saving Throw: Standard


P.P.E. Cost: 1


This is the most basic of spells, which creates a sudden burst of intense, white light, temporarily blinding everyone in the radius. Victims are blinded for 1d4 melees, with a penalty for -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% for every 3m traveled. The saving throw is standard, so those who successfully save vs. magic are not blinded. Note: Does not affect bionic or cybernetic eyes.


Light Target:


Range: One target up to 3m (10ft) away or two by touch


Duration: Two minutes per level of experience


Saving Throw: Standard


P.P.E. Cost: 6


This spell may seem quite harmless but is designed for ill intent. The sorcerer can create a rather bright glow of light around any one victim (two by touch). The glow is intended to mark the character and make him stand out in a crowd - it is especially effective at night. Covering oneself with clothes or armor to attempt to obscure the light is impossible, for it is the person, not his possessions that are affected and the aura will appear around him no matter what he wears (this magic does not affect inanimate objects). Hiding behind closed doors, in a closet or trunk, or inside a vehicle may conceal the character, providing the radiating light can't be seen through crack, keyholes, windows, or other opening through which light can be seen. A simple yet potentially nasty spell.


DARK BOLT:


Range: 200ft.


PPE: 30


Duration: Instant.


Damage: 1D4X10 SDC per blast, IGNORING armor.


Saving Throw: Dodge.


The Dark Mage fires a bolt of pure dark energy at a target.


DARK FORCE:


Range: 20ft. long by up to 10ft. wide.


PPE: 150


Duration: Instant.


Damage: 3D6 SDC to a 50ft radius from the Caster, IGNORING armor. +1D6 damage every 2 levels.


Saving Throw: None.


An Area Effect version of Dark Bolt. While it lacks the damage of the Dark Bolt, it effects a larger area.


DARK HAND OF DESTRUCTION:


Range: Touch. Requires a strike roll.


PPE: 50


Damage: 4D6 SDC and 3D6 HIT POINT damage.


Duration: Instant, any lasting effects last 3D4 melees.


Saving Throw: Dodge (Parry will only hurt, if not maim, your arm.), and if failed, Standard save. If saved, then only normal punch damage is inflicted. Parrying this has a 35% chance of totally BREAKING a weapon, and SHATTERING a blade like glass! If you parry with your arm, depending on damage, either your arm's have got some severely shattered bones, or there’s going to be one messy explosion as bits of your arm go everywhere. Dwarven and Kobold manufactured items only run a 15% risk, and Rune Blades and Indestructible weapons are unaffected. Critical strikes double the %.


The Casters hand is filled with Dark Energy as he strikes his opponent with his bare fist, doing heavy damage from just a mere punch. In addition, there’s a 50% chance the victim will be dazed, with -3 Init, -2 to Parry and Dodge, -1 to Strike. There’s also a 25% chance of being knocked unconscious for 1D4 minutes.


ARNIZIPAL'S BLACK HORROR:


Range: Can be cast up to 5ft. away, the cloud of darkness moves 4D6ft. in a random direction every melee.


PPE: 300


Damage: 4D6 HIT POINT damage, 1D4X10 SDC Damage per melee within the cloud. If HP are totally depleted then the victims flesh is stripped from his body, leaving nothing but charred bones (Translation: Death.)


Duration: 1 minute per level of the spell caster.


Save: Standard, if save is made then victims take no direct HP damage and only 3D6 SDC.


The spell caster creates a swirling black cloud about 10X10X10ft. big, then lets it randomly go around the battlefield, painfully killing it's victims by stripping their flesh and leaving charred bones.


BLADE WIND:


Range: Can be cast up to 25ft. away. The gust of Blade Wind covers a 20X20X20ft area.


PPE: 40


Damage: Each target is struck 1D6 times, for 1D8 damage each time.


Duration: Lasts 2 melees.


Save: None, other than escaping the radius of effect.


The Spell caster calls up a strong wind, but just any wind. The air is sharp (literally) and the breeze is a burst of razor sharp blades. The Spell caster is unaffected, but everyone else will take unsalable damage unless they escape the radius of effect.


Globe of Darkness:


By using this spell, the Dark Elf/Drow can summon a ten-foot diameter sphere of absolute darkness that nothing can penetrate. No light of any kind (natural, artificial, or magical), no vision (normal, night vision, or infrared vision), no surveillance equipment, nothing can see through it. The Globe of Darkness can be used to negate Globe of Daylight, but not visa versa.


Duration: One minute per level of experience.


P.P.E.: 2


At fourth level the Dark Elves gain the ability to cast


Levitation


Range: Up to 60ft (18.3m) away.


Duration: 3 minutes (12 melees) per level of experience.


Saving Throw: Standard


P.P.E.: 5


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 2001bs (90kg) plus 201bs (9.1kg) per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60ft (18.3m) plus 10ft (3m) per each level of experience. Targets can be affected up to 60ft (18.3m) away.,


Sense Magic


Range: 40m (132m)


Duration: 2 minutes per level of experience


Saving Throw: None


P.P.E. Cost: 4


This spell enables teh character to sense or feel the presence of magic. Like a geiger counter, the individual can tell if it is near, or far. The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if magic is being used in the range area. Note: To praciticioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this.


,


Sense Evil


Range: 25m (82.5ft) radius


Duration: Two minutes per level of experience


Saving Throw: None, however, a psychic mind block anything designed to protect from magic (like a circle of protection) will prevent this spell from working on those under the protect.


P.P.E. Cost: 2


This spell will enable the caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the radius, one, a few, several, or many. It can also register the intensity of the evil and pinpoint the general location of the source to a particular room, object, or person, or an approximate distance (close, near, far etc.)


Evil emanations from human and most mortal beigns are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention.


.


Females of fourth level or higher also gain (in addition to the previously mentioned spells) plus:


Oracle


Range: Self


Duration: One minute


Saving Throw: None


P.P.E. Cost: 30


This Spell is the equivalent of clairvoyance. The spell caster receives one dream-like vision of a possible future. The focus of the vision will depend on what, when, or whom the mage is thinking about. The same basic rules apply to clairvoyance apply to the "oracle" invocation.


Words of Truth


Range: 1.5m (5ft)


Duration: One minute per level of experience


Saving Throw: Standard, but the enchanted person makes a saving throw for each question asked. A successful saving throw means he doesn't have to answer. Questions can be repeated.


P.P.E. Cost: 15


A person affected by this enchantment is compelled to answer any and all questions truthfully. The spell caster must be within range and he can ask two brief questions per melee. It is wise to keep questions simple and to avoid confusion. The victim is compelled to answer only the spell caster.


Compulsion


Range: 60ft (18.3m) and within line of vision.


Duration: 24 hours


Saving Throw: Standard


P.P.E. Cost: 20


The spell caster can implant a sudden desire or need in another person's mind. The focus of the irresistible impulse should be something reasonable and attainable, although the motive may seem quite irrational.


The enchanted person will be consumed with the object or action of the implanted compulsion, whether it be something very simple, like a craving for a candy bar, or the need to visit somebody or something more extravagant. The victim of this enchantment will be obsessed with attaining whatever it is for the full duration time of the incantation or until it is attained. A "remove curse" will also negate the compulsion.


Negate Magic


Range: Touch or 60ft (18.3m).


Duration: Instant


Saving Throw: Special (Ritual magic has a greater chance of success).


P.P.E. Cost: 30


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 used, its influence is immediately destroyed/negated/canceled. 12, 13, 14, or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed, or 16 and higher to save vs. ritual magic). A failed saves 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, wards, summoning magic, zombies, golems, restoration or healings/cures. Negation can be attempted to cancel a curse, but only has a 25% possibility of succeeding, and that's only if the saving throw was successful. Of course, it has no affect against psychic abilities or the machines of a psi-mechanic.


.


All other spells must be learned by taking a magic O.C.C.


And have a 20% chance each level of improving previous level magic (i.e. cast more times/day, not to exceed base spell-like abilities.). Dark Elves of noble blood or name gain the ability to use their entire base and mature powers more than once per day. An additional daily use is granted at the end of each decade of life. All Dark Elves with I.Q.'s of 16 or higher, and of 6th level or greater, can wield a natural spell-like power and a spell simultaneously, or employ a maximum of two natural spell-like powers.


O.C.C. Skills:


Languages: two of choice (+20% each)


Literacy: Two of choice (+ 15%)


Research: Base Skill: 35% + 5% per level of experience. (65%)


Lore - Magic: Base Skill (general knowledge): 25% + 5% per level of experience


Recognize Enchantments: Base Skill: 35% + 5% per level. (45%)


Recognize Magic: Base Skill: 35% + 5% per level. (45%)


Recognize wards, runes and circles: 35% + 5% per level of experience


(65%)


Lore: One of choice (+15%)


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (95%)


W.P. 1 of choice


Hand to hand: Briz’Houn Mol-rret (The Graceful Magic Storm of the Void)


R.C.C. Skills:


Language/Literacy: Mor’drow (a variant of Dragonese/Elf), Dragonese/Elf languages, Demogogian, Gobbley English, Techno-can at 98%,


Sign Language: Drow 98%


Locate Secret Compartments: Base Skill: 20% + 5% per level of experience (40%)


Prowl: Base Skill: 66% + 8% per level of experience. (96%)


Recognize Precious Metals and Stones: 45% + 5% per level of experience. (65%)


Blind-Fighting: Base Skill: 10% + 5% per level of experience. (20%)Lore: Demons & Monsters: Base Skill: 25% + 5% per level of experience. (55%) W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.W.P. Archery-Sharp shot and weapon mastery,


W.P. Throwing Claw Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows. Bonuses: Add 20 feet to the normal effective range per level or the character, +1 to parry with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11 and 14. Note: The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle. Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9 and 12.


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (All at +20%),


In addition to O.C.C. Skills


O.C.C. Related Skills:


Mystic Meditation: Base Skill: 30% plus the M.E. attribute, plus 5% per level. (76%)


Mystic Investigation: Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. (65%)


Read Runes: Base Skill: 30% + 5% per level of experience. (45%)


Lore - Alchemy: Base Skill: 25% + 5% per level of experience. (40%)


Lore - Geomancy & Lines of Power: Base Skill: 25% + 5% per level of experience. (40%)


Feng Shui or Geomancy: Base Skill: 25% + 5% per level of experience. (40%)


Principles of Magic: Base Skill: 70% + 2% per level. (90%)


Escape Artist: Base Skill: 30% + 5% per level of experience. (45%)


plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.


Communications: Any (+5%)


Domestic: Any (+5%)


Espionage: Forgery, Escape Artist and Intelligence only (all +5%).


Horsemanship: General or Exotic Only.


Labor: Any


Magical/Religious: Any (+10%)


Medical: Any (+15%)


Military: Any


Naval: Any


Performing Arts: Any (+10%)


Physical: Any


Rogue: Any


Science: Any (+10%)


Scholar/Noble/Technical: Any (+10%)


Weapon Proficiencies: Any, except Large Axes, Pole Arms and Lance.


Wilderness: Dowsing, Identify Plants & Fruits, Preserve Food and Wilderness Survival only.


Secondary Skills:


Streetwise: Base Skill: 60% + 5% per level of experience. (70%)


Use/Recognize Poison: Base Skill: 24%/16% + 4% per level of experience. (34%)


Urban Survival: Base Skill: 35% + 5% per level of experience. (45%)


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (40%)


Cook: Base Skill: 50% + 8% per level of experience. (60%)


Identify Plants & Fruits: Base Skill: 25% + 5% per level of experience. (35%)


plus 1 per level starting at level 2. All new skills start at Lvl. 1, proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.


Special Martial Arts Form:


Briz’Houn Mol-rret (The Graceful Magic Storm of the Void)


Entrance Requirements: Must be of the Elven Races to learn,


Skill Cost: 21 Years (14 Years as a Secondary) (to gain this art, one must be able to gain Martial Arts, and it costs the same as that art, replacing it as a choice for most O.C.C.s.)


O.C.C. Note: This martial art is limited to Wizard, Paladin, Knight, and Monk; the reasoning is they already have knowledge and practiced use of their P.P.E. in a combat situation. It costs this O.C.C.s to upgrade to Hand to Hand: Martial Arts and sacrificing four O.C.C. related skills. Other O.C.C.s could try to learn but add 5 years to the Skill Cost and reduce the number of Secondary Skills by half, in addition to the other penalties.


Stance: Usually with the arms crossed near their chest, the legs side by side heels together.


Costume: None


Character Bonuses:


Add +4D6+10 P.P.E.


Add +5 M.E.


Add +6 P.E.


Add +4 to I.Q.


Add +2 to P.S.


Add +2 to P.P.


Add +8 to Speed


Add +5 to S.D.C


COMBAT SKILLS:


Attacks per Melee: 4


Escape Moves: Roll with Punch/Fall/Impact, Break Fall, Disarm, Maintain Balance


Basic Defense Moves: Dodge, Parry, Auto Parry


Advanced Defenses: Automatic Dodge, Circular Parry Disarm, Multiple Dodge


Hand Attacks: Punch (1d4), Strike (Punch) (1d6), Backhand, Palm Strike, Fore-Knuckle Fist, Duo-Knuckle Fist


Basic Foot Attacks: Kick Attack (2d4) Snap Kick, Backward Sweep, Trip/Leg Hook, Axe Kick, Wheel Kick, Crescent Kick.


Jumping Foot Attacks: Jump Kick , Flying Jump Kick


Special Attacks: Death Blow (at later levels), Body Block/Tackle, Body Flip/Throw, disarm, Knee, Elbow


Holds/Locks: None


Weapon Skills: None


Special Katas: None


Modifiers to Attacks: Pull Punch, Critical Strike, Critical Strike from Behind KO/Stun, Death Blow; KO/Stun from Behind, Death Blow from Behind


Multiple Attackers: 2


Preferred Range: Standard and Grappling


SKILLS INCLUDED IN TRAINING:


Martial Arts Powers: Automatically gains the powers of: Force Attack and Attack Absorption Internal Abilities, Chi Control, Chi Awareness (positive), Chi Relaxation (positive), Defend against Chi Attacks (positive), Dragon Chi or Fu Zhensong (positive), Kick Training Practice or Chagi, Hand Practice; Also select 6 powers from body Hardening, Chi mastery, and Martial art Techniques. Powers may be exchanged for basic skill programs (excluding physical) on a one-for-one basis, as desired.


Lore: Pick any 2 at +20%, Magic Lore at +40%


LEVEL ADVANCEMENT BONUSES:


Level 1: +1 Spell Attack, +1 Break Fall, +1 Roll with Punch/fall/impact, +2body flip/throw, +2 pull punch, +2 vs. Horror Factor, +1 Save vs. Magic, +1 save vs. psionics Death Blow Natural 20 or from behind, Critical Strike Natural 20 or from behind, KO/Stun Natural 20 or from behind,+2 to strike


Level 2: +1 initiative when casting a spell, +2 parry and dodge, +1D6 +5 P.P.E, +1save vs. Mind Control,+1 save versus magic


Level 3: Gain Automatic Body Flip/Throw, Gain Critical Body Flip/Throw +1 Spell Attack, and +1 Disarm+1D6 P.P.E., Select One Additional Internal Ability, +2 to save versus horror factor


Level 4: +1 attack per melee round, +1 body flip/throw, +1 Horror Factor+1D6 P.P.E., +1 attack, +2 Parry and Dodge


Level 5: Critical Body Flip/Throw on Natural 18-20 (double damage), +1 Horror Factor+1D6 P.P.E., +1 strike, +1 save versus magic


Level 6: +1 Parry/dodge and +1 to Body Flip/Throw, +1 save vs. magic+1D6 P.P.E., Select One Additional Internal Ability


Level 7: Automatic Dodge, +2 pull punch, +1 Spell Attack, +5 P.P.E, +1 save vs. mind control+1D6 P.P.E., +3 to Roll, +2 to save versus horror factor


Level 8: +2 attack per melee round, +4 save vs. Magic+1D6 P.P.E.,


Level 9: +1 Initiative and +1 strike, parry, and dodge, +1 Spell Attack+2D6 P.P.E., Select One Additional Internal Ability


Level 10: Multiply Existing P.P.E by 2 and +1 disarm+2 to Parry and Dodge


Level 11: +1 Parry, +2 Dodge, +1 Body Flip/Throw+1D6 P.P.E., +1 to Damage, +2 to Roll


Level 12: +1 Attack per melee round+1D6 P.P.E., Select One Additional Internal Ability


Level 13: +1 Initiative when casting a spell and +2 Body Block/Tackle, +1D6 +10P.P.E. Critical Strike Natural 17-20, +1 strike, +1 save versus magic


Level 14: Critical Strike on a Natural 16-20, +1 Spell Attack+1D6 P.P.E., +2 to Parry and Dodge


Level 15: +1 Attack per melee attack+1D6 P.P.E. +1 Attack, Death Blow Natural 18, Select One Additional Internal Ability


Special Martial Abilities:


Chi Control


Chi Awareness (positive)


Chi Relaxation (positive)


Defend against Chi Attacks (positive)


Dragon Chi or Fu Zhensong (positive)


Kick Training Practice or Chagi


Hand Practice


Hadouken


Find Weakness


Cloth Hardening


Battle Aura (Superior)


Elemental Aura


Butterfly Kiss


Dimensional Cloak


Battle Aura (Greater)


Breaking Point


Iron Hand or Kanshu


Stone Ox


Control Revulsion


Laugh at Pain


Body Training


Endurance Training


Shintai no Chushin wo TadasuJunan na Shintai


The Cleansing Spirit


Martial Arts Analysis


Tamashiwara (“Art of Breaking”)


Feign Death


Dirty Tactics


Poison Hand Technique


5 Deadly Venoms


Force Attack


Attack Absorption


Standard Equipment Carried:


Two sets of clothing,


A robe


A cloak with a hood,


Boots,


A pair of soft leather gloves,


A leather Belt,


A Bedroll,


A backpack,


A large purse/satchel,


Two small sacks,


A water skin,


A canteen


3D4x10 sheets of parchment paper,


A 100 page notebook,


3 crow quill pens,


10 bottles of ink (each a different color),


1D4x10 sticks of graphite,


1D4x10 sticks of chalk,


1D4x10 candles,


A wooden cross,


A small mirror


A tinder box.


Silk Mail Cloth Fiber Armor


This armor is made from special high strength fibers and is in a quilted design. Inside the quilts are special high strength ceramic plates which reinforce the armor. Normally, a hard helmet is worn over the armor for greater protection. The armor is not considered to be environmental. The cloth armor is available in most colors but green, blue, and red are the most common.


M.D.C.:


Main Body: 45


Head: 30


Arms (2): 25


Legs (2): 40


Weight: 10 lbs (4.5 kg)


Penalties: Full Mobility, has no penalties to prowl, swim, or gymnastics


Black Market/Market Cost: 40,000 credits


Garments of the Traveler:


These enchanted garments are popular with Adventures of all type. There are few things worse than being cold and wet while traveling through the wilderness. These specially enchanted clothing are very similar in nature to the "Environmental Tent." The magical clothing will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). The garments protect from both heat and cold, making them popular in northern areas, jungles, and deserts. While the garment will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the magic garment (but not other garments) will be repelled to the outside of the clothing and drip off. The garment will not provide protection from drowning or from gas attacks. The garment is usually not fancy but normally good quality and sturdy travel cloths. The most common style of the garments are those of a tunic and leggings. The tunic will have a hood to protect the wearer's head. Some Wizards have hooded robes and some female travels will have a long skirt instead of leggings. Whatever the style of the clothing, it must cover the body to provide full protection. A simple jacket would not protect the entire wearer and the less said about the idea of "Bikini of the Traveler" the better. The Garments usually do not clean themselves but can be designed to repel dirt and to magically stay clean.


Ring of Cleaning:


A simple magic ring that is very popular with adventures and a whole host of other people. In many cases, an adventure just simply cannot take the time to fully clean up. The ability can be activated three times per day. When the power is activated, any dirt, oil, or other foreign materials is immediately removed from the wear, the wearers cloths, and the wearers gear. This has a secondary effect of greatly reducing odor.


(16) Days rations


Book-Wyrm Familiar: Ant’aun Zau-ath (Deadly Dancer Child of The Dragon)


These small, dragon-like creatures are common magical familiars throughout North America. Small, yet intelligent, these creatures are a fine asset to any wizard yearning for a good familiar. They are very catlike in personality; honest yet with an attitude. They come in a multitude of colors and are almost as varied as their larger "cousins."


They got the name "Book-Wyrm" from being commonly found in the presence of wizards. They are also notorious for sprawling on bookshelves when resting.


Alignment: Any, but usually Anarchist. (Aberrant)


Attributes:


I.Q.: 4D8+6, (23)


M.E.: 4D6+3, (21)


M.A.: 2D6+4, (13)


P.S.: 4D6+6, (25)


P.P.: 4D6+8, (32)


P.E.: 4D6+10, (28)


P.B.: 3D6+9, (18)


Spd: 4D6+12 when running on the ground; 6D6+12 flying. (27R/30F)


Spd: of X 20 = yards per minute: (540R/600F). X .681818181818 = mph: (18.41R/20.45F). Yards per 15 seconds: (135R/150F). Yards per second: (9R/10F)


M.D.C.: P.E. x5 +12D6+80 (264)


A.R. (in non-Mega-Damage worlds): 18


S.D.C. (in non-Mega-Damage worlds): P.E. x3 +6D6+80 (182)


H.P. (in non-Mega-Damage worlds): P.E. x2 +6D6+50 (124)


Horror Factor: 6, but only if they have never been seen before.


P.P.E.: P.E.x5 + 4D6x10


Natural Abilities: Keen vision, sense of smell and hearing, night vision 400 feet (12.2 m), Climb 90%, Prowl 85%, Swim 80%, can leap 30 feet high and 40 feet long.


Combat: Two attacks per melee. +8 to Parry/Strike/Dodge/Roll with Punch/Fall/Impact


Damage:


Bite: P.S. +6D6 M.D.C.


Power Bite (takes up all attacks): P.S. +8D4 M.D.


Claw Strike: P.S. +6D6 M.D.C.


Tail Slap: P.S. +3d6 M.D.C. + 90% chance to knock opponent down


Fire Breath: 1D6x10 + 90% chance to light combustibles on fire 1000ft range


Ice Breath: 1D6x10 1000ft range


Lightning Breath: 1D6x10 90% chance to fry unprotected electronics 1000ft range


Bonuses: +2 to initiative, attacks against the Book-Wyrm are -2 to strike if it is stationary, or -8 if it is moving due to its small size, speed, and erratic movement, +2 to Perception checks.


Magic: Can cast all spells known by master


Psionics: Telepathy, Sixth sense, Speed Reading, total Recall (no I.S.P. cost).


Life Span: will live till master dies.


Languages: All known By Master


Habitat: Originally from a tropical forest in another dimension.


Size: 1.25 feet (0.35 to 1 m) feet plus tail: 12 inches (0.3 m).


Weight: 6 Lbs (2.7 to 11 kg).


Cantrips Known:


DIM


Dur: 15 min / level Range: 10 ft. area (radius)


Cost: 4 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (“Rhee-Hoh-Stat”), Gesture (downward motion with one hand)


Effect: Causes light sources in spell’s range to dim to 1/2 their usual brightness. It can even make daylight or other ambient light in the area affect seem to dim slightly in the area of effect. This spell will even effect magical sources of light. (Note: a DIMMED Globe of Daylight no longer wards off Vampires)


SAVE: None, unless light source is sentient, then Standard


DIRTY


Dur: Instant and Permanent Range: 4 square yards


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (spitting sound), Gesture (shuffle and stomp feet)


Effect: This spell is the opposite of the CLEAN spell. The caster can soil, spot and otherwise sully walls, floors, dishes, garments, etc.


SAVE: Not applicable, unless cast on a sentient being, then Standard


DRY


Dur: Permanent Range: 1 cubic yard


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (low nasal humming), Gesture (2-handed wringing motion)


Effect: Removes dampness and excess moisture from materials within the area of effect. It cannot be used on living targets, but it is useful for cloth, herbs, armor, hair or fur, or for other useful chores. (Remember, it cannot be used on skin)


SAVE: Not Applicable


DUST


Dur: Instant Range: 10 ft. radius


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (faint whistling indrawn breath), Gesture (back and forth hand motion)


Effect: All fine dust and tiny grit particles on exposed surfaces such as floors, shelves, walls, books, etc. The removed dust vanishes; but, of course, new dust can still accumulate.


SAVE: Not Applicable


FLAVOR


Dur: 5 Minutes Range: One Object


Comp: Verbal (a “mmm” sound), Gesture (hand in an “OK” symbol, shaken slightly


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Effect: The caster can give a foodstuff a superior, better or different flavor. The dwoemer will not actually affect quality or wholesomeness. Spoiled and poison food or drinks remain spoiled/poisoned, but the telltale taste will be masked.


SAVE: None, although the food/drink now has a magic dwoemer


KNOT


Dur: until untied Range: One object by touch


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (low “zzz’ sound), Gesture (move arm forward with a strong wrist motion)


Effect: This spell is a permutation of the TIE spell. It causes a thread, string or rope to knot itself in such a manner as to be very difficult to untie (2d4 minutes). It works even on material already effected by a TIE spell, but not on magical ropes, ropes being held onto by someone else, or taut lines such as bow strings or tightropes


SAVE: Not Applicable


POLISH


Dur: Instantaneous Range: One object


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (hum a little ditty), Gesture (buffing motions over object)


Effect: Magically smooths and brings a luster to materials such as wood, metals, stone, leather or ceramic. The desired object must be relatively clean in order for the spell to be effective. The object affected must be of reasonable size, i.e. up to 1000 ft2 of floor, body armor, etc. The smaller the object, the better the spell operates.


SAVE: Not Applicable


RAVEL


Dur: Instantaneous Range: One seam


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (quick forceful blowing noise), Gesture (move closed hands apart)


Effect: Opposite of the STITCH spell. It will only work if there is a loose thread in the seam or fabric to be affected. The targeted seam or material will open and separate. The only exception is material which has been affected by the STITCH spell; in that case, RAVEL reverses the effect of the STITCH spell.


SAVE: Not Applicable


SCRATCH


Dur: Instantaneous Range: Line of sight


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name of some body pest), Gesture (point to the area of the itch)


Effect: Subject creature experiences an annoying itch on some portion of the body. Unless a saving throw is successful, the subject will involuntarily scratch at this itch. This scratching will take but a second, and will immediately relieve the itch. Those in environmental are immune to the spell, as they are to any body or mind affecting spells.


SAVE: Standard


SMOKEPUFF


Dur: Instantaneous Range: 1 foot


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name the colour of smoke desired), Gesture (twist one hand from a horizontal position to a vertical one, while breathing forth a puff of air)


Effect: A puff of smoke, 1 ft. in diameter appears in the desired location, then ascends and dissipates as normal smoke would. The caster can make the smoke any colour.


SAVE: Not Applicable


SNEEZE


Dur: Instantaneous Range: Line of sight


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name of an irritant substance), Gesture (touch you nose)


Effect: Causes an irritation in the nasal passages of the target. Unless the victim saves, they will sneeze (thus relieving the irritation).


SAVE: Standard


STITCH


Dur: About 1 min. Range: One garment


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (a brief rhyme), Gesture (sewing motion)


Effect: Magically sews seams in cloth or leather. It will make new ones, or repair old work. About 20 yards of cloth can be stitched with each casting, but only about 2 yards of leather. The seam thus created is neither stronger nor weaker than a seam done without magic.


SAVE: Not Applicable


SWEETEN


Dur: Instantaneous Range: one foodstuff, about 10 servings


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (buzzing sound), Gesture (crumbling or stirring motion)


Effect: This spell causes an adequate quantity of sweetener to drop from the caster’s fingers -- sugar, honey, molasses, syrup or even artificial sweetener.


SAVE: Not applicable


TAP


Dur: Instantaneous Range: Line of sight


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (clacking sound made with tongue on palate), Gesture (tapping motion made with 1 to 3 fingers)


Effect: Creates an invisible force that will tap or rap against some solid object. The sound will occur 1-3 times, depending on how many fingers the caster makes the gesture component with. The sound is not illusion, so there is no save. (sound radius about 1 ft., depending on resonance of object tapped)


SAVE: None


TIE


Dur: Until untied Range: 1 cubic yard


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name of knot), Gesture (hold up 3 fingers)


Effect: The caster can magically cause the object of the spell -- thread, string, rope or even cable, to knot itself to either its other end or and end of a similar object within 1 ft. of it. The resulting knot will be a normal one such as a square knot, half-hitch, running bowline, or whatever sort is desired.


SAVE: Not applicable


UNLOCK


Dur: Instantaneous Range: Line of sight


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (“tick-tock-doublelock”), Gesture (twisting motion, as if turning a key)


Effect: Conjures an invisible key-like force that will open (or lock) any simple mechanical lock (excluding combination, tumbler or lever locks)


SAVE: None, unless magically sealed. Then lock gets a saving roll +1 per level that sealing spell caster exceeds the UNLOCK caster.


UNTIE


Dur: Instantaneous Range: One object, line of sight


Cost: 2 P.P.E (FREE on RIFTS Earth)


Comp: Verbal (popping sound), Gesture (hands moved quickly apart)


Effect: This is the reverse of the TIE spell. Each invocation removes a single knot from target object. This spell will also neutralize the TIE or KNOT spells (but not both at once). This spell has no effect on magical objects.


SAVE: Not Applicable


WINK


Dur: Instantaneous Range: Line of sight


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (“twenty-three skidoo!”), Gesture (an imperceptible wink)


Effect: Subject involuntarily winks one eye. A successful save means the wink is rapid and not greatly noticeable, while a failure causes a greatly exaggerated, prolonged wink.


SAVE: Standard (see effect)


WRAP


Dur: Until opened Range: 1 cubic yard


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal ( class of wrapping desired), Gesture (folding motion)


Effect: This spell creates a strong and sturdy wrapping around the desired target i.e. a bit of herbs, a heap of flour, a bundle of cloth, etc. The material created is of a suitable type and thickness for the item(s) to be wrapped. Thus, a few ounces of fine powder will be contained in a waxy tissue or plastic, gemstones in a felt-like envelope, etc. The wrapping can be undone normally, but the caster can just as easily order it to open verbally.


SAVE: Not Applicable, cannot be used on living targets


YAWN


Dur: One action Range: 12 ft., line of sight


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (hum a lullabye), Gesture (rocking motion with cupped hands)


Effect: Target will feel a brief wave of drowsiness, which in turn evokes a yawn reaction. Additionally, for 1 melee/level afterwards, the target is -2 to save vs any sedative or sleep-causing effect.


SAVE: Standard


MAGELIGHT


Colour: Black, Brown, Clear, Silver, White


Dur: 1 hour / lev., or until dispelled Range: Touch


Cost: 5 P.P.E.


Comp: Material (wooden staff or rod), Gesture (roll the staff/rod between hands 3 times)


Effect: Causes a globe of brilliance to appear at the tip of a wooden staff or rod. The light is variable, anywhere from 15 - 150 watts (i.e. illuminates 15-300 ft. radius). The intensity can be varied after the spell is cast. Destruction of the staff-rod will dispel the light.


SAVE: Not applicable


MAGEFIRE


Colour: Black, Brown, Clear, Red, Silver, White


Dur: 1 hour / lev., or until dispelled Range: Touch


Cost: 25 P.P.E.


Comp: Material (wooden staff or rod), Gesture (roll the staff/rod between hands 4 times)


Effect: A ball of fire (any colour) appears at the tip of a wooden staff or rod. It produces heat, but does not consume the staff/rod. Additionally, the magefire can fire a fireball once per melee. The fireball does 1d6 M.D., plus an additional 1d6 M.D. at levels 4, 7, 10, 14, etc. The fire gives off about 60 watts (lights 100 ft. radius). Destruction of the staff/rod will dispel the magefire.


SAVE: Not applicable, targets of fireball save on a natural 18-20 for no damage


GATHER


Dur: Instantaneous Range: 1 square yard


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (the name of object(s), followed by “C’mere!”), Gesture (head jerked towards where you wish to gather the objects)


Effect: The caster can magically gather numerous small objects into a stack or pile. (i.e. nails, nuts, coins, papers, electronic components, etc.). It can be used selectively to separate one type of substance from another, or used generally.


SAVE: Not Applicable


GIGGLE


Dur: 1d4+2 seconds Range: 12 ft.


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (a single word or phrase [known in magic circles as a “punch line”]), Gesture (one finger moved back and forth rapidly)


Effect: Victim giggles involuntarily. Loudness and length depends on saving throw. If successful save is rolled, victim only give a brief chuckle. If no save is made, then victim will chuckle or giggle for the full duration


SAVE: Standard


CURDLE


Dur: Permanent Range: One object


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (a retching sound), Gesture (point thumb downwards)


Effect: This magic curdles milk and hastens spoilage or wilting in most foodstuffs and drinks.


SAVE: Not Applicable


BELCH


Dur: Instantaneous Range: Line of sight


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (almost inaudible belch), Gesture (hand pressed on diaphragm)


EFFECT: The target will involuntarily belch. Saving against the magic will only mean that the burp is relatively low and muted. If the save is not made, then the victim will let rip with a very loud, meaty belch.


SAVE: Standard (see effect)


BLUELIGHT


Dur: Indefinitely, until dispelled Range: Self


Cost: 2 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (say a short rhyme using the words BLUE and LIGHT in any combination)


Effect: A 3” diameter sphere of glowing blue radiance appears in the caster’s open palm. Only illuminates a 5 ft. radius, and does not cast reflections or shadows beyond this range. Nothing can be held in the hand that holds the Bluelight, or it is instantly dispelled. The Bluelight cannot be switched to the other hand without recasting the spell.


SAVE: Not Applicable


CHANGE


Dur: 10 min / level Range: 3 ft.


Cost: 5 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name of the desired object in Dragonese), Gesture (pass your hand over the object)


Effect: Alter one small inanimate non-magical item into something else. The change must be into something similar (i.e. paper to cloth, silver to gold, etc.) and cannot increase or decrease the size of the object more than 50%. M.D.C. materials cannot be effected.


SAVE: Not applicable


CLEAN


Dur: Instantaneous Range: 4 sq. yards


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (light blowing sound), Gesture (dusting motion)


Effect: Removes heavy soil, dirt and light foreign objects from floors, walls, dishes, windows, furniture, etc. The subject surface is now spotless, but care must be taken in the removal of pigments and the like, so usually only one type of material will be treated in a single application.


SAVE: Not Applicable


COLOUR


Dur: 30 days Range: 1 cubic yard


Cost: 1 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (name of new colour), Gesture (Twisting finger motion)


Effect: The caster can bring colour to an object. It can be used to restore faded hues or to tinge those already coloured with a different hue. Even hair and skin colour can be changed.


SAVE: Standard if cast on an unwilling subject or a magical object; otherwise, None


COUGH


Dur: 1d4 seconds Range: Line of Sight


Cost: 3 P.P.E. (FREE on RIFTS Earth)


Comp: Verbal (gasp), Gesture (gagging gesture)


Effect: Make target cough spasmodically. Ruins any effects that have a verbal component. If victim saves, it is only brief hacking. If the save is failed, the victim is afflicted by a loud and active series of coughs that last 1d4 seconds.


SAVE: Standard


Spells known:


Blossom Fury (Level 2 Spell)


Range: 90 feet (27.4 m).


Duration: 4 melees per level of experience.


Saving throw: None for visual impairments; Save versus Poison for pollen


P.P.E. ™: 4


Effect: This spell is very popular among the Ninja and faerie folk of the Pacific Rim. A flurry of fragrant flower petals will start to fall and dance upon wind currents creating a beautiful wonder to behold. Within seconds, this turns to a downpour, obscuring sight and smell as if caught is a blizzard. What's worse, all caught within the area of affect without facial protection must save versus poison or suffer horrific allergies. These may include burning, watery eyes, sneezing, extreme congestion leading to the possibility of inhalation of the blossoms gasping for air.


All within the area of affect are nearly blinded by the array of bombarding blossoms, limiting visibility (by any means) to 5 feet (1.5 m) and all tracking abilities by scent become useless due to the overwhelming masking scent of the flower petals. While within the blossom fury, victims will be -4 to strike, parry and dodge. If they do not have proper protection (goggles, air filtration, mask, etc.) they will also suffer an additional penalty of -1 to strike, parry and dodge. These added penalties will last up to 2D4 melees after the spell's duration has elapsed.


Mask Scent (Level 2 Spell)


Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.


Duration: 48 melees (12 minutes) plus 24 melees (6 minutes) per each additional level of experience.


Saving throw: None


P.P.E.: Three


Effect: The casting of this spell will completely mask the scent of the caster (or object cast upon), including equipment, within the radius of effect. Everything will become odorless, forcing creatures that track by smell, to rely on visual and audio clues. This is also handy for such uses as masking the scent of a cooked meal, negating the nauseous stench of the undead, and fumigating an outhouse, among others.


Tread less Path (Level 2 Spell)


Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.


Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.


Saving throw: None


P.P.E.: Three


Effect: Upon casting this spell, the enchanted person and/object(s) will leave no visible tracks. Walking in malleable surfaces such as mud will immediately fill in the indentions made, restoring the ground to its prior untouched state. This spell is ideal for throwing off trackers. This spell, however, does not mask the scent of the person or item(s) that this spell is cast upon.


HOLY SYMBOL: Lesser


Level: 2


Range: Touch or 1 ft per level of experience.


Duration: 5 minutes per level of experience.


Damage: Special; see effect.


Saving Throw: Standard (even ordinary objects get a chance to save).


P.P.E. Cost: 5


Effect: This spell will enchant any ordinary object to become a temporary holy symbol that will keep evil creatures at bay such as vampires who naturally fear and/or are damaged by holy symbols. To such creatures the holy symbol will have a horror factor of 10 +1 every other level of experience (3, 5, 7, 9, 11, 13, and 15). Evil people or those not ordinarily affected by holy symbols are unaffected


Glow


Level: 1


Range: Self or 30ft radius around caster.


Duration: Five minutes per level.


Casting Time: One melee action


Damage: None


Saving Throw: None


P.P.E. Cost: 2


This spell is similar to the other first level spells of Blinding Flash and Globe of Daylight. In this case, the photo kinetic energy is spread out over a longer duration. The mage can vary the color, size, and shape of the glow to create a display of pretty lights. The glow isn't really enough to see by (less than the light produced by a few candles). It's great for distractions, impressing children, training young illusionists, and making a mage seem more intimidating (+1 to horror factor when the glow is radiated from one's self, eyes, clothes, staff, etc.)


Sterilize


Level: 1


Range: 12ft


Duration: Instant


Casting Time: One melee action


Damage: None


Saving Throw: None


P.P.E. Cost: 2


This spell is useful in medical situations and in removing dust and other particles from surfaces. Each invocation affects one cubic foot or a four square foot surface area (depending on the task at hand) per level. All dust, harmful bacteria, powder, small loose particles, and external viruses are destroyed. Casting this spell is a good idea when there is a chance of infection from wounds. Multiple castings can also help to prevent the spreading of gangrene and other similar diseases.


Flare


Level: 1


Range: 500 feet maximum (can be seen for several miles)


Duration: Two melees (approximately 30 seconds)


Damage: None


Saving Throw: None


P.P.E. Cost: 2


This spell creates a tiny but brilliant spark of light that is used as a beacon. The mystical flare is created at an altitude of 500 feet in the air, where it will slowly drift downwards for two melees before ending (reaching a final height of approximately 400 feet). While the maximum height of the flare is 500 feet, the flare itself can be seen as far as five miles away. The flare invocation cannot be used to blind opponents (see Blinding Flash).


Clothe


Level: 7


Range: Self or others by touch


Duration: Permanent


Damage: None


Saving Throw: None


P.P.E. Cost: 20


A rather minor spell, Clothe does exactly what it sounds like it does. It creates clothing. The wearable goods are of decent quality, but do not possess any special properties (no MDC armor, etc.). The goods do not radiate magic, are permanent once created, and are susceptible to the same types of hazards normal clothes are susceptible to. This spell is often used by mages and creatures who have the spell or ability of metamorphosis, to avoid appearing naked in public areas.


Singing Insect


Level: Level 1


Range: 90 foot (27.4 m) radius.


Duration: 4 melees per level of experience.


Saving throw: None


P.P.E.: 2


Extremely useful to rogues, this spell will conjure up the background sounds of insect life common to the area. They will start softly and unnoticeably rise in volume, masking the sounds of the character and all within the spell's range, giving them a 95% effective Prowl skill as far as not being detected by sound. They will still need to stay out of sight, however. These sounds are also magical in nature and cause a calming affect, giving the caster a bonus of +2 to initiative.


The volume can also be increased causing an almost deafening chorus. Everyone within the spell's range will suffer -1 to strike, parry and dodge due to the distracting numbing noise. These chirps travel so well that all those within 300 feet (91.5 m) will still hear faint calls, giving the caster an effective Prowl skill of 62% (or +15% if the skill is known) as far as not being detected by sound.


Aura


Range: 120ft


Duration: 24 melees per level of experience


Saving Throw: None


P.P.E. Cost: Two


This incantation can be cast on a object or a person. Once cast it causes the target to appear as if glowing a


bluish light. The light will illuminate an area of up to 3ft from the target. Practioners above first level can


control the color for one extra PPE at the time of casting. If cast on a person it does not interfere with vision.


The glow is barely visible in full daylight. It can not be cast on a specific body part (like the eyes), but can


target a individuals items (like a weapon). The spell will not illuminate an area larger then man size (such as a


horse).


Player: I cast glow on the sword and the go to the local armorer's shop. I explain to the armorer that it is a magic


sword.


GM: Ok the armorer calls in the local mage to cast sense magic on the weapon. The mage confirms that the


sword appears magical. The armorer pays you a handsome price for such a rare weapon.


Player: I collect the money and smile. Then I beat feet out of town before the spell wears of.


Law of Identification


Range: 60 feet


Duration: One use per casting


Saving Throw: None


P.P.E. Cost: 2


This simple Wizard spell locates more of a specific item or material based on its similarity to another material.


For example: If a person has a pinch of sand and wishes to find out which bag the sand comes from he casts the


spell and once cast he will know which bag it comes from. The spell can also be used to identify a piece of skin


or blood as coming from a specific person if they are within the Range of the spell. This can be very useful in


prosecuting crimes.


Locate Object


Range: 40 feet


Duration: One use per casting


Saving Throw: None


P.P.E. Cost: 4


This spell is for the mage that forgets where he put an object. All he needs to do is cast the spell, picture the


item, and if the object is within the Range of the spell then he knows where the object is.


Marking


Range: Touch


Duration: Infinite


Saving Throw: None


P.P.E. Cost: 5


Frankly, a rather useless spell allowing the wizard to "Decorate" One of his familiars with markings or colors.


This indicates to other animals that the animal is a familiar, and not to be messed with. To humans, it indicates a weird animal, one that should not be harmed.


Mystic Symbol


Range: Touch


Duration: Permanent


Saving Throw: Only if attempted on a living organism that resists the effort


P.P.E.: 2


Makes an area of written, drawn, painted, inked, tattooed, etc. symbols permanent. Affects an area of up to 4


square inches per level. Can be cancelled only at the caster's will or by a Negate Magic or similar spell.


See Magic Energy


Range: Line of Sight/Self, Others by touch or within 5 ft per level of experience.


Duration: 2 minutes per level of experience.


Damage: None; see effect.


Saving Throw: Standard if the powers are not wished.


P.P.E.: 3


Effect: This spell allows the caster or someone nearby to see the magic energy radiating from people, creatures, objects, and areas, as long as more than 20 P.P.E. points are present in the source being looked at. The sensing ability is so acute that the character can see things made invisible either magically or naturally, including supernatural creatures, entities, and elementals. Any character under the affliction of a spell that cost more than


20 P.P.E. to cast will also be noticeable to the recipient of this spell.


Mage Clean


Range: 10 square feet per level of experience


Duration: Instant


Saving throw: not applicable


P.P.E.: 4/8


This is an often overlooked but important spell used for domestic purposes. This spell is similar in many ways to the spell ‘Cleanse' but is specialized for use on inanimate objects. The magical energy of the spell magical removes dirt, grime, stains, and whatever else the mage considers unclean. This spell is often taught to mages just learning magic and is know by most mages. With game masters permission, a mage may know this spell to start without taking another spell's slot. The spell normally does not get rid of diseases and bacteria although it will get rid of fleas, ticks, and other similar vermin. If the spell caster spends four extra P.P.E., the spell with also disinfect and get rid of diseases and bacteria as well.


Magic Pick


Range: 5 ft


Duration: 15 seconds (1 melee)


Saving Throw: None


PPE: 5


This spell enables the caster to pick any simple key locks through the use of magic. Complex locks (IE:


safe/vault/digital/combination/etc) can not be opened with this spell.


Crystal Battery


PPE: (20)


This is, in effect, one of the only incantation spells that really requires physical components, crystals. This spell requires quality crystal to store magic energy, but only magic energy... not spells.


Effect: Stores magic energy (PPE) in a crystal


PPE Stored: a crystal can hold 1 PPE per 50 credits of value


When PPE is stored in a crystal, it does glow (whatever color the crystal is) and radiates magic quite clearly (cannot be hidden). The mage casting the spell can put as much energy in the crystal as s/he desires, as long as the crystal can handle the energy and the energy is available (from self, ley lines, etc.).


Magic Bolt


Range: 90ft +10ft per level.


Duration: Instant


Damage: See description


Saving Throw: Dodge an 18 or better.


Destabilization: None


P.P.E.: 12


This is a purely magical equivalent of the FireBall spell. The caster generates a magical disturbance, which he


can then throw at a target. Physical targets suffer a mere 1D4 SDC per level of experience, while living targets


suffer the same damage (never does hit point damage) plus are disoriented and confused for the rest of the


melee (-2 on all combat rolls and lose the next attack).


The greatest value of this spell is against those creatures vulnerable to magic. Against them this spell does 1D4


MDC per level of the caster and causes the victim to be -1 to save vs. magic per hit for 1D4 melees. Multiple


magic bolts do add up, but the maximum penalty is -4. This will definitely split Zavor in two.


Blinding Flash


Range: 3m radius (10ft), up to 20m (66ft) away.


Duration: Instant


Saving Throw: Standard


P.P.E. Cost: (1)


This is the most basic of spells, which creates a sudden burst of intense, white light, temporarily blinding everyone in the radius. Victims are blinded for 1d4 melees, with a penalty for -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% for every 3m traveled. The saving throw is standard, so those who successfully save vs. magic are not blinded. Note: Does not affect bionic or cybernetic eyes.


Cloud of Smoke


Range: 30m (100ft)


Duration: 1 minute per level


Saving Throw: None


P.P.E. Cost: (2)


This enables the sorcerer to create a cloud of dense, black smoke up to 10mx10mx10m maximum in size, up to 30m away. Victims caught in the cloud will be unable to see anything beyond it, and their vision is impaired; they can see no more than 1m infront of them. While in the cloud, victims will be -5 to strike, and -9 to parry and dodge.


Death Trance


Range: Self


Duration: 3 minutes per level of experience


Saving Throw: None


P.P.E. Cost: (1)


A magically induced trance with makes the sorcerer appear to be dead. There is no breathing, pulse, heartbeat, or any other signs of life. While in the trance, the character is quite helpless (for obvious reasons). Only minor physical sensations can be felt, such as being jostled, carried or hearing voices, but no specific identification or memories can be recalled. The magic can be cancelled at will at any time. Also note that if the mage has the Sixth Sense psychic ability, then the spell well rouse them from the trance if they are threatened.


Decipher Magic


Range: Self


Duration: 2 minutes per level of experience


Saving Throw: None


P.P.E. Cost: (4)


This spell enables the spell caster to read (decipher) any magic scroll and inscription, text, or book that uses magic symbols or runes at 94% proficiency. The ability lasts only for the duration of the spell and the spell caster will not be able to read those same inscriptions once the spell has elapsed. This spell does not interpret other languages and their alphabets, nor does it identify/decipher magic circles, only the symbols used in it. Likewise, this spell does not identify or decipher wards.


Globe of Daylight


Range: Near self or up to 10m (33ft) away


Duration: 3 minutes per level of experience


Saving Throw: None


P.P.E. Cost: (2)


A small globe or sphere of true daylight is magically created. The light is bright enough to illuminate a 4m (14ft) area per level of experience. Since it is daylight, it can keep vampires at bay just beyond the edge of the light and may frighten subterranean or nocturnal creatures. The creator of the globe can mentally move it along with himself, or send it up to 10m ahead. The maximum speed at which the glove can travel is equal to Spd. 12.


See Aura


Range: Self, by sight


Duration: 1 minute per level of experience


Saving Throw: None; but a mind block will mask the presence of psionic abilities, magical power, and possession.


P.P.E. Cost: 6


All things, organic and inorganic, have a discernable aura. The aura has many distinctions, and can be used to see or sense things invisible to the eye.


Estimate general level of experience, low, medium, high.


Presence of magic talent (but no indications of level or type).


Presence of psychic abilities (will discern the general nature, healing, physical, or sensitive).


If the target is currently channeling magic energy, and how much. Low (1-10 M.P.), Medium (11-49), or High (50+).


The presence of possession.


The presence of serious illness.


The presence of an unusual aberration which will indicate extreme mutation, superpowers, or an inhuman, alien or supernatural nature, but does specify which.


See the Invisible


Range: Self, by sight


Duration: One minute per level of experience


Saving Throw: None


M.P.: 4


The characters can see forces, objects and creatures which can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities, some elementals, and the astral body. Note that this spell does NOT pierce Mental Invisibility, as it works by tricking the mind, not bending light.


Sense Evil


Range: 25m (82.5ft) radius


Duration: Two minutes per level of experience


Saving Throw: None, however, a psychic mind block anything designed to protect from magic (like a circle of protection) will prevent this spell from working on those under the protect.


M.P.: 2


This spell will enable the caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the radius, one, a few, several, or many. It can also register the intensity of the evil and pinpoint the general location of the source to a particular room, object, or person, or an approximate distance (close, near, far etc.)


Evil emanations from human and most mortal beigns are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention.


Sense Magic


Range: 40m (132m)


Duratin: 2 minutes per level of experience


Saving Throw: None


M.P.: 4


This spell enables teh character to sense or feel the presence of magic. Like a geiger counter, the individual can tell if it is near, or far. The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if magic is being used in the range area. Note: To praciticioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this.


Armor of Ithan


Range: Self or others by touch


Duration: One minute per level of experience


Saving Throw: None


M.P.: (10)


This spell instantly creates an invisible suit of mystic armor on the spell caster. This armor has an A.R. of 18 and 25 S.D.C. /M.D.C. per level of experience. Furthermore, magic fire, lightning, and cold do half damage.


Light Target


Range: One target up to 3m (10ft) away or two by touch


Duration: Two minutes per level of experience


Saving Throw: Standard


M.P.: 6


This spell may seem quite harmless but is designed for ill intent. The sorcerer can create a rather bright glow of light around any one victim (two by touch). The glow is intended to mark the character and make him stand out in a crowd - it is especially effective at night. Covering oneself with clothes or armor to attempt to obscure the light is impossible, for it is the person, not his possessions that are affected and the aura will appear around him no matter what he wears (this magic does not affect inanimate objects). Hiding behind closed doors, in a closet or trunk, or inside a vehicle may conceal the character, providing the radiating light can't be seen through crack, keyholes, windows, or other opening through which light can be seen. A simple yet potentially nasty spell.


Escape


Range: Self, touch, or 1.5m (5ft)


Duration: Instant


Saving Throw: None


M.P.: (8)


The escape spell enables the mage to magically escape any normal bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straightjackets, etc. One restraint or lock can be undone per each invocation. Only gagging the mage will prevent the use of this magic, and only magic restraints and locks are unaffected by this spell.


Eyes of Thoth


Range: Self


Duration: 10 minutes per level of experience


Saving Throw: None


M.P.: (8)


This invocation enables the character to read and understand all written languages, modern and ancient, including runes and magic symbols. However, spoken languages are incomprehensible .


Carpet of Slickness


Range: 30ft per level of experience of the caster


Duration: 10 melees per level experience


Saving Throw: Special


PPE: Fifteen


This is a reversed spell of Carpet of Adhesion and one cast in the area of another will cancel each other out. The spell creates an extremely slippery carpet. The victims will find their footing/grasp challenged. The spell may be cast on walls, floors, tables, doors, etc. or a person. As the adhesion spell the caster can alter the size and shape within the limit of 200 sq. ft.


Saving Throw: If cast on a floor and if a successful save versus magic is made the targets loses one melee attack per round a new save must be made at the beginning of each melee phase for the duration of the spell. If the save is failed the target loses their footing and falls down and loses all melee attacks that round a successful save and the target regains footing.


If cast on a person they have +2 to parry, dodge and -2 to be struck (attacker -2 to strike person with Carpet of Slickness cast on them) in hand to hand combat (not ranged). Also pins and grappling automatically fail. A target will find it hard to pick up and hold on to objects unless already holding the items before the spell was cast.


If cast on a wall that a character is trying to climb a save vs. magic must be made if failed they will fall or lose their grip. If the save is made a -25% to climb the wall (this also applies to ropes and ladders).


GM: The thief is getting away by scaling the wall.


Player 1: I think I can shoot him down. But it might kill him and then we'll never find out who sent him.


Player 2: Wait I'll cast Carpet Of Slickness on the wall!


GM: He failed his save "Ahhhhhhh <THUD>"


Does no actual damage but does give a -2 to strike, parry, and dodge. NOTE: If the mage is not in combat the extra shadows all mimic the original.


Carpet of Adhesion


Range: 10m (33ft) plus 3m (10ft) per level of experience


Area of Affect: 18 square meters.Duration: 2.5 minutes per level of experience


Saving Throw: Special. If a save vs. magic is made, the player rolls 2d6 to see how many melee rounds it will take to pull free. Those failing to make the saving throw are stuck for the entire duration. Effective even against giants, and supernatural beings, and robots.


M.P.: (10)


The spell caster creates a sticky carpet, up to 3m wide by 6m long, that will adhere firmly to anyone who touches it. The victim will stay stuck to the carpet until the duration elapses or the spell is canceled. Can be cast upon any flat surface, the size


Familiar Link


Range: Self and animal; 200m (660ft)


Duration: Indefinite


Saving Throw: None


M.P.: 55


At third level, a practitioner of magic is experienced enough to mentally link with a small animal. This link is permanent, producing a rather impressive symbiotic relationship. No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion, and master. To him, the animal is always docile and submissive, because the two are now one; an extension of each other. As such, both man and animal will understand each other completely. For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste, and feel everything the animal experiences. Thus, familiars make great spies, listening to conversations and prowling into areas not easily accessible to their masters. Although the familiar understands and obeys the mage, it cannot actually speak to him.


Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing on an empathic and telepathic level. If one is in danger the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional six hit points. However, if the familiar is hurt or attacked, its master also feels the damage as if it were happening to him, even if miles apart. If the familiar is killed, the arcanist permanently loses 10 hit points! There is also a 50% chance he will suffer shock from the ordeal. If he does, he will lapse into a coma for 1d6 hours, another familiar link cannot be tried again for atleast 1d4 years.


Other Limitations & Notes About the Familiar Link:


1. Two-way telepathic and empathic communication, maximum 200m (660ft). Beyond this range the two cannot communicate but each will know if the other is in dnager or hurt regardless of the distance between them. The animal will also understand spoken commands by its master on an almost human level. The mage will have a keen understand and perception of his animal companion's reactions, growls, noises, and body language.


2. The familiar possess all the abilities common for that type of animal.


3. Familiar size, 11kg (25lbs) maximum.


MAGIC MISSILE


Level: 4


Range: 100', plus 50' per level


Duration: Instant


Saving Throw: None, and can't be dodged or parried


P.P.E. Cost: 15


This spell causes white missiles of magic energy to shoot out of the casters palm, it creates one missile, plus one missile every other level, so 2 at 3rd level, 3 at 5th, 4 at 7th, etc. Each missile can be directed at the same target or they can be split up to hit multiple targets. So 1 target could be hit by 3, 2 could be hit with 2 on one 1 on the other, 3 could be hit by 1 each, etc. Each missile does 1d4 MD, plus 1 per level. They never miss and will fly around obstacles to strike the target; they can't be blocked by shields, doors, etc but will be stopped by force fields and Armor of Ithan type powers, though the object takes the damage in such cases. They move so fast that they cannot be outrun or out flown and the target doesn't have enough time to teleport or cast spells, the missile hits its target in a fraction of a second, no matter how far away.


Magic Missile (Minor)


Range: 200 feet + 200 feet per level


Duration: 1 min/level


Saving Throw: Dodge of a Natural 16 or better


P.P.E. Cost: 9


This spell allows the caster to fire bolts of magic for the Duration of the spell. These bolts inflict 2D4 MD to a


3m radius and use 1 melee attack. +2 to strike.


Multi-Magic Missile


Range: 200 feet + 25 feet per level


Duration: Instantaneous


Damage: 3D6 S.D.C. per bolt


Saving Throw: None, and can't be dodged or parried


P.P.E. Cost: 8


This spell causes white missiles of magic energy to shoot out of the casters palm, or finger tips; it creates four missiles, plus four missiles every other level, so 8 at 3rd level, 12 at 5th, 16 at 7th, etc. Each missile can be directed at the same target or they can be split up to hit multiple targets. So 1 target could be hit by 3, 2 could be hit with 2 on one 1 on the other, 3 could be hit by 1 each, etc. Each missile does 1d4 MD, plus 1 per level. They never miss and will fly around obstacles to strike the target; they can't be blocked by shields, doors, etc but will be stopped by force fields and Armor of Ithan type powers, though the object takes the damage in such cases. They move so fast that they cannot be outrun or out flown and the target doesn't have enough time to teleport or cast spells, the missile hits its target in a fraction of a second, no matter how far away.


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