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Total Natural Magical Level TOTAL ML Actual ML

Natural Magic Levels Knowledge (Intelligence)


Magic Level 50 30
25 20 10
Bonus Bonus Bonus
*You may consult your INT magic level in table 56 in the core rulebook.

Cost in development points:


Purchased: 5 DP per magic level. Max. 10% total DP
ML Arcana Shepirah

Increased
Destruction
10
Empowered Remove
Shields Protection
5 5
Defensive
Expertise

4 3
10 2 4
Empowered Remove Expanded Mystic Increased Remove
Shields Protection Area Accuracy Destruction Protection
5 5 10 4
5 10 5
Offensive
Expertise
5 5
Defensive
Expertise
10 Offensive
Expertise
10 10
2 2
Feel Force 6 Spell Spec. Increased
Magic Speed Mystic Level 50 Range
Accuracy
5 5 10 5 5
6 6
Defensive Expanded
Expertise Area
10 10
7
Offensive
Expertise
3 6 10 10 10 7 3
Secure Transfer Control
Double High Double Spell Spec Spell Spec.
Defense Magic Space
Damage Magic Spell Level 60 Level 30
5 10 10 20 5 5
Energy Life
3 6
Spiritual
7
Double
20 20 9
Superior
8
Spell Spec.
5
Maximize Increased Mystic
Life Magic Magic Innate Spells
Control Loop Innate Spell Level 80 Spells Range Concentration
5 10 5 15 9
20 10 10 20 5 10 5 5
3 8 2
Force Endure Supernatural Spiritual Natural Unlimited Pierce Spell Spec.
Bind Spells
Speed Damage Loop Maintenance Zeon Resistances Level 30
5 10 25 20 9 20 25 5 5
Avatar

20
8 10
Advanced Zeon Defined
Regeneration Magic Projection
5 5
6
2 4 3
Hidden Force Elevation Pierce Spell Spec.
Magic Speed Resistances Level 60
5 5 5 5 5

5 5
Defined Spell Spec.
Magic Projection Level 70
6
5 Defined
Magic Projection
5
5 4 3
5 3 3 3
Advanced Zeon Defined Combined Persistent Exploitation of Defined
Regeneration Magic Projection Magic Effects Natural Energy Magic Projection
5 5 5 5 5 5
Defined
Magic Projection
5
Heat damage: roll 1d100 + damage
Advanced Zeon Exploitation (divide by 5 if you have damage resistance).
Metamagic Advantages Regeneration
5
Of Natural Energy
5
Defined Energy 100-179: Scorching.
No extra damage, but if you fail to put it out
Magic Projection (1d10 + DEX or AGI, subtract the result of the
Fire level of heat, but do not make more actions)
5 Intensity Equivalent DMG increase it by 10 heat level per turn it is not
1 The flame of a candle 5 extinguished
3 The flame of a torch 15 180-239: BURNING.
5 Small Bonfire 25
Large Bonfire As scorching, but suffer 10 points of damage
7 35
20 A burning house per turn. (50 if damage resistant)
100
30 A large furnace 150 240-299: IN FLAMES.
40 Castle in flames 200 As In Flames, but suffer 25 damage per turn.
50 Volcano 250 (125 if damage resistant).
-60 To heat level if you remove engulfed
Cold clothing.
Intensity Equivalent DMG 300 +: BURNING TO ASHES
1 Frost 5 As In Flames, but suffer 50 damage per turn.
5 Snow 25 (250 if damage resistant).
10 Ice 50 Cold Damage:
20 Iceberg 100 PhR roll with difficulty equal to damage
30 Polar Storm 150 suffered. Penalty to all actions equal to the
50 Glacial Region 250 margin of failure. (Recovers at a rate of 5 /
turn)
Electricity
Intensity Equivalent DMG
Electrical Damage:
1 A Spark 5 PhR Roll difficulty equal to the damage. Get
3 Static 15 a penalty to any action equal to the margin
5 A small discharge 25 of failure (recovers at a rate of 10 per turn).
7 Electic Eels 35
Lightning If it fails for more than 60, subject falls
20 100
40 Heavy Electrical Storm 200 unconscious.
Character: Player:
DP Cost (Supernatural

Base Points Class Level Special +5 Zeon:


Zeon 1 2 3
+1 MA Multiple:
POW 50 60 70
*Zeon Base = 20 + (POW x10) +POW Modifier
+1 Zeon Recovery Multiple:
x
Bonus 25 30 35
*MA Base: Table 53, Core rules. * ZR Multiples sum with MA for total recovery.

Accumulation: x Recovery per day: x -

POW Base Multiplier Special TOTAL Base Mult (x1) Mod. Maintenance
If you meditate for half a day, add your POW bonus to your zeon recovery. If you perform multiple actions in the same turn, your POW is reduced by half.
Elemental Imbalance
For a whole day's meditation, add twice your POW bonus.
If you accumulate magic, but do not exped any zeon, lose 10 points.
Zeon Used:
If you accumulate for a given spell, you can "hold it" for a number of rounds
equal to your POW. If you do not use the zeon, you will lose 10 points.

If you are struck while you accumulate, you must overcome a Resistance
to Pain check of a difficulty twice that of the damage suffered, or else lose
all accumulated Zeon. You may apply +40 to your roll if the accumulation
Zeon 50 or less remains: -2 CON, -20 All Action Penalty is for a specific spell.
Zeon 0: CON halved, -30 All Action At 150 Zeon accumulated, the magical power you hold becomes evident.

Magic Projection Projection Difficulty Style Tables


DEX Difficulty Range
TOTAL Bonus Points Special 20 Affecting the Caster, or by touch o 75 Magic Projection for attacks
2 3 40 Up to 16 feet (5 M) You may use your ability to attack with weapons, similar to magic
Magic Projection = DEX + +
Up to 80 feet (25 M) projection (offensive). Do not sum POW and weapon level bonuses.
Cost 80
120 Up to 320 feet (100 M)
Offensive Imbalance 140 Up to 800 feet (250 M) o 75 Magic Projection for defense
Maximum Difference between You may use your ability to attack with weapons, similar to magic
these two amounts is 30 points. 180 Up to 1600 feet (1/3 mile) (500M)
240 Up to 3200 Feet (2/3 mile) (1000 M)* projection (defensive). Do not sum POW and weapon level bonuses.
Defensive Imbalance
280 Up to 16000 Feet (3 1/3 Mi) (5 KM)*
* Shielding others is an active action. The defense level is reduced by 40. If you do not have line of sight at 5 KM, you must have a way of seeing the target.
* Using a non attack / mood spell offensively reduces projection by 1/2. At 1 KM, you must know their location, but LOS is not required.

Summoning Dificultad de Convocación y Ajustes


Stat Time of Ritual
TOTAL Bonus Points Special Class Level Level SUMMON ZEON CONTROL ZEON BIND ZEON BANISH ZEON Ajuste
0 140 10 180 20 160 5 100 5 Immediately -100
1 2 3
Summon POW + + + + 1 160 20 200 40 180 10 120 5 A full turn -50
Cost 2 180 40 220 80 200 20 140 10 Three turns -20
1 2 3 30 Five turns 0
Control WP + + + +
3
4
200
220
60
80
240
260
120
160
220
240 40
160
180
15
20 One minute +10
Cost
5 240 100 280 200 260 50 200 25 One hour +20
1 2 3
Bind POW + + + + 6 260 120 300 240 280 60 220 30 Six hours +30
7 280 140 320 280 300 70 240 40 One day +40
Cost
8 300 160 340 320 320 80 260 50 One week +50
1 2 3 Banish POW + + + + 9 320 180 360 360 340 90 280 60 One month +60
Cost 10 340 200 380 400 360 100 300 80 Six months +70
11 360 220 400 440 380 120 320 100 One year +80
Modifier Bonus Modifier Bonus 12 380 240 420 480 400 140 340 120 Five years +90
Not knowing the type of creature. -50 13 400 260 440 520 420 160 360 140 Ten years +100
Having a part of it. +20
Having a personal object. 14 420 280 460 560 440 180 380 160 More than fifty years +120
+10 Knowing the true name. +20
15 440 300 480 600 460 200 400 180
If you decide to specialize in invocations, you can no longer summon, but the zeon cost
Modifier
Innate Magic of Invocation, Aeons, Arcanas, and similar procedures is reduced by half

Bonus

MA: 10 - 50 55 - 70 75 - 90 95 - 110 115- 130 135 - 150 155 - 180 v 185 - 200 200
Spells may be innately used if costing less than or equal to: + 10 20 30 40 50 60 70 80 90
*Spells work with the potential shown in the table (For example, with 60 MA, you may cast a spell of 20 or less Zeon innately). One spell may be innately maintained, but no others can be innately cast whilst it is maintained.

ML Paths of Magi Active Spells


Essence Necromancy
Spell Zeon Page Spell Zeon Page

Water Earth

Creació The paths opposite to yours cost


twice the Magic Level Points
n
Necromancy is opposed to all paths.
Darkness Light
Subtract this total from
your daily Zeonic Total Zeon:
Destruction =
Bound Creatures and Invocations Regeneration

Air Fire Zeon Difficulty Page Binding Object/Entity


Creature (Name and type)

Illusion

Theorems of Magic

The object of the binding must have a presence greater than or equal to the Subtract this total from
bound creature. You can bind a creature to yourself, or other living beings. your daily zeonic regeneration. Total Zeon:

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