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The Nature of magic in the Interlock system. Necromancer and a Healer is how they manipulate
While there are many possible interpretations of the Energy.
Magic and it's workings, we will only concern
ourselves with Magic as it pertains to R.Talsorian Many Mage's have found it easier to understand
Games Interlock© Role Playing System. Magic by grouping it's effects in to Sphere of
The Interlock system is by it's very nature heavily control that follow the ancient elements. Magic is
influenced by Japanese Animation and the culture of broken up in to the Sphere of Earth, Air, Fire,Water,
the orient in General, and thus the magic system Spirit and Shadow.
should reflect that.
Many Mage's seem to study every aspect of Magic
In Anime, Magic is A) Uncommon, B)Very that they can and only learn general spells (Goblin
colorful, C)Something to be respected and/or feared and One _Eye from the Black Company books
and D)In most cases deeply spiritual or elemental in would be considered generalist Mage's). While other
nature. Mage's seek to focus all there understanding in to
one specific aspect of Magic, feeling that true power
Magic is a natural energy source, it comes from the lies in specialization. A Necromancer would be this
earth and the air and is part of all living things (Kind type of Mage.
of like the force). Magic travels along natural lines
or paths, much like water and electricity. These lines A "Spell" is a easy way to interpret the manipulation
of magic are called Lee Lines or Dragon Lines. of Magic. By practicing a combination of Hand
While on or near these lines Magic is at it's most gestures and words the Mage teaches himself to
powerful, but the farther one gets away from a manipulate the energy of magic in a specific way.
Dragon Line the weaker Magic will become. This is done because the human mind can not
When Two (2) or more lines converge they create comprehend Magic in it's raw state, we are creatures
what is known as a Node. Monuments and shrines of reason and it is are way to categorize things and
are often built on a node to mark it as a place of create formulas and systems to better understand the
great power. way the universe works. Magic in it's raw forum is
far to powerful and deadly for us to try and use or
In a Node the effects of Magic will be at double understand (though that has not stopped some from
strength and creatures of Magic both fair and foul trying), by creating specific formulas or spells we
will often be found there, drawn to the energy the find it easier to manipulate and understand magic.
way a moth is drawn to a flame (Think Stonehenge) Certain creatures are drawn to magic and are
A Mage, that is to say an Anime Mage is a person themselves innately Magical in nature. Spirits and
born with an innate ability to sense and manipulate Fairy's are creatures of pure magic as are the
this energy, even at a young age they will be marked Undead and Yoma ( Evil spirits). Elf's and Dwarf's
as different and many will see them as a Fairy child are also very in tune with magic. Though a
or witch. Elf/Dwarf Spell caster is almost unheard of, all
Elf's/Dwarfs are Magical creatures and their land
As they grow older, they will find that it becomes and craft will be Magical by it's very nature (Think
much easier to control this power. Often a young Lothlorian)
spell caster will be sought out by a more
experienced Mage who will help them along their When a spell caster does cast a spell in Anime it will
way to understanding their power. be very colorful and draw lost of attention, even the
most simple of healing spells creates a pale white
Magic is neither good nor evil, it is energy and it is glow and as creatures of Shadow are instinctively
the personality and desires of those that wield it that drawn to seek out and destroy spell casters, a Mage
give it shape and aspect, as far as the energy itself is will use his spells sparingly. Because when you do
concerned the only difference between a cast a spell, it's a huge thing and the more
destructive the spell the larger and more colorful the
effect (just look what happens when Lena casts the vacuum, there will always be some type of result
Dragon Slave. Property damage for miles) from a phenomenon.
Because we are talking Anime here, the power that a
spell caster calls upon will be called Chi. Oh sure 7: The Law of Commonality:If any element or
we could call it Mana or something else, but Chi or factors are common between any two or more
Ki just sounds that much more anime. patterns of energy then they can interact through
Although the people at R.Talsorian games may their common element. For example...
never have intended the Interlock system to be used Earth spells are at +1 when underground but are at
in a fantasy setting, as this article hopefully shows. 1/2 effectiveness when at sea.
Interlock can be adapted to Fantasy or any other Air spells are hard to see (-5 to perception checks)
setting. and only operate at 1/2 power when indoors or
underground.
The Laws of Magic. Water spells are 2 X effective when cast underwater
1: The Law of Physics: Matter can not be created or at least fully immersed, but are at 1/2 power when
or destroyed, only rearranged. cast in a desert. Also since water runs downhill
No act or phenomenon of magic may violate the water spells are cast at 1/2 range when aimed at a
natural physics of reality unless it operates under 450 or higher angle and are X2 range when aimed at
certain attainable conditions in a specific limited a 450 or lower angel
context. Contact with any fire spell will ignite combustibles;
however the spells can easily be blocked by any
2:The Law of Harmony: For every action their is non-flammable materials and of course water, Fire
an equal and opposite reaction. spells can easily be located by the heat they give off.
Every phenomenon in existence is either linked Spirit spells are "divine" in their nature as they draw
directly or indirectly to every other phenomenon in on the very energy of the "Spirit" realm and are thus
existence. the bane of Shadow.Spirit Spells are X 2 effective
when cast on "holly" ground or within a place that is
3:The Law of Cause and Effect: For every effect innately pure and good (Such as an Elf Heaven like
their is a cause, everything you encounter is the Lothlorian) and they are 1/2 effective when cast on
result of Phenomenon you understand or "Unholy" ground or in a place that is Evil and Foul
Phenomenon you do not understand. (Like Mordor)
The exact same action preformed under the same Spells of the Shadow realm are X2 effective at night
condition every time will result in the same effect or in a Foul place (like a swamp or graveyard) but
every time it is preformed. Only factors which 1/2 effective in daylight or in a holy place (like a
change the conditions will change the result. shrine or an elf heaven)
3: Burn
SPELLS OF ELEMENTAL ENERGY Cost: Four (4) Chi per skill level.
These spells deal with the creation and control of the The ability to Magically create heat and flame.
Basic elements of the world, such as Earth and Fire. Level Effect
These would include spells of Light and Darkness 1: Can start fires in easily flammable objects.
and Elemental Energy and Yes the ever popular 2: Can ignite easily flammable objects.
Energy Blast. 3: Can burn easily flammable objects.
4: Can ignite flammable objects.
1:Create "Element" 5: Can burn flammable objects.
Cost: Four(4) Chi per skill level. 6: Can ignite less flammable objects.
The ability to rearrange particles of energy to cause 7: Can burn less flammable objects.
a mass or force to come in to being. You would use 8: Can heat up nonflammable objects.
this spell to create water and also to create light. 9: Can burn flesh (2d6+2 damage)
Level Create Fire Create Water Create Earth 10: Can burn nonflammable objects.
Create Air Create Light Create Darkness
1: 1d6/2 1 Cup of liquid 1 cubic foot 1" sphere 1" 4:Energy Blast/Bomb
sphere 1"sphere Cost: Three (3 )Chi point per level.
2: 1d6 1 quart 2 Feet 2" sphere 5" sphere 5" sphere Here it is the one you have been waiting for, the
3: 1d6+1 1/2 gallon 4 feet 3" sphere 8" sphere 8" ability to project a blast of energy. This energy can
sphere take two shape, a beam or cone and an explosive
4: 2d6 1 gallon 6 cubic feet 4" sphere 10"sphere 10" blast. This spell has many names depending on what
sphere forum you wish the energy to take, for example.
5: 2d6+2 2 gallons 8 feet 6" sphere 12" sphere 12" Blasts: Lightning Bolt, Spirit Cannon, Howl from
sphere Beyond, Flame Wave, Wave of the Sea Dragon,
6: 3d6 3 gallons 10 feet 8" sphere 15" sphere Dragon Slave.
15"sphere Bombs: Fire Ball, Death Blossom, Spirit Bomb, Ball
7: 3d6+3 4 gallons 12 cubic feet 10" sphere 20" Lightning.
sphere 20" sphere Level Damage Bomb Radios
8: 4d6 6 gallons 14 feet 12" sphere 25"sphere 1: 1d6 1"
2: 1d6+1 2" Level One 91) Spirit would be a simple sprite while
3: 2d6 3" a Power Level Ten (10) spirit would be a Major
4: 2d6+2 4" spirit lord or powerful vampire.
5: 3d6 5" Once the spell is cast, the Mage will roll 1d10 + his
6: 3d6+3 10" COOL + his CRAFT and the spirit will roll 1d10+
7: 4d6 12" it's COOL + it's power level. If the Mage's total is
8: 4d6+4 15" equal to or exceeds the Spirits total then when the
9: 5d6 20" spirit arrives it will be docile and the Mage may
10: 5d6+5 25" either ask it Three (3) questions or have it preform
some task.
5:Create "Elemental" Wall. If the Mage fails his roll then the Spirit is angry and
Cost: Five (5) Chi per skill level. may attempt to attack the Mage.
*Must know the Create Element spell at rank Two See also the Bind Spirit spell below.
(2) before you can learn/cast this spell. Power Level Abilities
The caster can cause to come in to being a Solid 1: BOD:4 MA:4 COOL:5 Damage:1d6. Armor SP:2
wall of his chosen Element. In order for this to work points. 10 points for skills or spells.
the caster must be within Ten (10) feet of a source 2: BOD:5 MA:5 COOL:5. Damage:1d6+1. Armor
for the wall, obviously that makes wall of earth and SP: 3 points. 15 points for skills or spells
Air pretty easy to cast but wall of fire and water are 3: BOD:6 MA:6. COOL:6. Damage:2d6. Armor
somewhat more difficult. A wall of fire will cause SP:4 points. 20 points for skills or spells
Two (2) points of damage per skill level to anyone 4: BOD:7.MA:7.COOL:7. Damage:2d6+2. Armor
passing through it. SP:5. 25 points for skills or spells
Level Length/Width/Height Stopping Points of 5: BOD:8.MA:8.COOL.8. Damage:3d6. Armor
wall. SP:6 points. 30 points for skills and spells
1: 2" X 2" X 2" 2 SP 6: BOD:9.MA:9.COOL:9. Damage:3d6+3. Armor:7.
2: 4"X4"X4" 4 SP 35 points for skills or spells.
3: 6"X6"X6" 6 SP 7: BOD:10. MA:10. COOL:10. Damage:4d6. Armor
4: 8"X8X8" 8 SP SP: 8. 40 points for skills and spells.
5: 10X10X10 10 SP 8: BOD:11. MA:11. COOL:11. Damage:4d6+4.
6: 12X12X12 12 SP Armor SP:9. 45 points for skills and spells
7: 14X14X14 14 SP 9: BOD:11. MA:11. COOL:11. Damage:5d6. Armor
8: 16X16X16 16 SP SP:10. 50 points for skills and spells.
9: 18X18X18 18 SP 10: BOD:12.MA:11. COOL:12. Damage:5d6+5.
10: 20X20X20 20 SP Armor SP: 12 points. 60 points for skills and spells.
2:Bind Spirit
Cost:Ten (10) per power level of the spirit
SPELLS OF THE SPIRIT A very powerful spell in which the spell caster
These are spells dealing with the spirit realms and attempts to capture a spirit and bind that spirit
would include spells to summon and control spirits within an object or place. Once bound the spirit is
as well as calling on the "Spirit" of the "Divine" for forced to preform a task or service for who ever
aid (IE Holy spells). holds the object/enters the place.It takes at least One
(1) hour to cast this spell.
1:Summon "Spirit" IE: Howler binds Air spirits in to his carpets to make
Cost: Ten (10) Chi per power level of the spirit. them fly.
The spell caster attempts to summon a spirit from You must roll your COOL + your CRAFT +1d10 vs
the spirit realm to appear before them. This is a the Power Level of the spirit + it's COOL+1d10. If
complex ritual that takes at least One (1) hour to cast your total is equal to or exceeds the spirits total then
and requires that the Mage be in a quiet, safe place you are successful.
and that the Mage has made preparations in case the The bound spirit may attempt to break free on the
spirit is angry when it shows up. night of the full moon, if it fails it's attempt three
Spirits come in Ten (10) power levels. A Power times in a row then it is bound forever.
3:Bless Land +1 to all saving throws.
Cost:Seven (7)Chi per skill level 5: +2 to hit. +2 to damage.-1 to be hit by "Shadow".
The spell caster call upon the spirits of the land to +1 to all saving throws.
create a consecrated zone of purity. No Undead or 6: +2 to hit. +2 to damage. -2 to be hit by "Shadow".
evil being may enter the zone and all within the zone +1 to all saving throws
will find themselves refreshed and will heal at 7: +2 to hit. +2 to damage. -2 to be hit by "Shadow".
double the normal rate. Any plants in the zone will +2 to all saving throws
be healthy and grow twice as large as normal, 8: +3 to hit.+2 to damage. -2 to be hit by "Shadow".
animals that live in the zone will be of the most +2 to all saving throws
intelligent and largest of it's species. 9: +3 to hit. +3 to damage.-2 to be hit by "Shadow".
A blessed zone can not be moved and the spell must +2 to all saving throws
be renewed on the night of the Full Moon. 10: +3 to hit.+3 to damage.-3 to be hit by
Each skill level is equal to a 100" by 100" area that "Shadow".+3 to all saving throws
is blessed. The Elf's heavens are one such example
of a blessed realm. 6:Chant
Cost: Two (2)Chi per round
4:Bless Weapon. A powerful general purpose protection spell, the
Cost:Six ( 6 )Chi per skill level caster begins to chant and while he is chanting all
The spell casters call on the spirits to enter in to a within the sound of his voice are +1 to all rolls and -
weapon and bless it. The weapon must be of the 1 to be hit.
finest craftsmanship and must be free of any
impurity or taint . Once blessed the weapon will be 7:Exorcism.
"magical" and posses a keen edge and the ability to Cost: Ten (10) Chi per power level of the Spirit in
strike better and do more damage, as well as being question.
able to strike Spirits as if they were normal flesh and To exorcise or banish a spirit is the opposite of
blood. summoning one. You are now attempting to send
Level Effect the spirit back to it's plain of origin. This ritual
1: +1 to hit requires at least One (1) hour to prepare and cast and
2: +1 to hit +1 to damage the Mage must be ready for anything as in most
4: +2 to hit +1 to damage cases the Spirit does not wish to go back.
5: +2 to hit +2 to damage The Mage and the spirit will engage in a contest of
6: +3 to hit +2 to damage wills. To Mage will roll his COOL+His CRAFT
7: +3 to hit +3 to damage +1d10 and the spirit will roll it's COOL+it's power
8: +4 to hit +3 to damage level +1d10. If the Mage wins the contest then the
9: +4 to hit +4 to damage Spirit is banished but if the Spirit wins the contest
10: +5 to hit +4 to damage then it is free to attack the Mage or even possess the
Mage.
5:Blessing See also Summon Spirit and Bind Spirit above
Cost: 5 Chi per skill level.
The spell caster call upon the spirits to bless himself 8:Stream of Life
or another individual , empowering them with Cost: Six (6) Chi per skill level
"Spiritual" energy. A blessed individual will glow Category: Spirit
with spirit energy and will posses great strength and The "Abundance" spell. The ability to create a
skill at arms, they will fight like a man possessed "Stream of life" that will nourish and heal those that
and be protected from all but the most foul of drink from it. Once created the stream will bubble
Shadow. and flow for one hour then dry up.Each person can
Level Effects only partake of the magic of the stream Once per
1: +1 to hit. -1 to be hit by "Shadow". day, if they drink again they will just find the water
2: +1 to hit. +1 to damage. -1 to be hit by "Shadow". to be sweet and refreshing but it will have no effect
3: +1 to hit .+1 to damage. -1 to be hit by "Shadow". on them.
+1 to all saving throws. Level Effects
4: +2 to hit.+1 to damage. -1 to be hit by "Shadow". 1: Provide enough nourishment for One (1) person
for One (1) day location and take 1d6 damage every hour from
2: As above but for Three (3) individuals "Accidents"
3: As above but for Five(5) individuals
4: As above but for up to Eight (8) individuals 2:Pain
5: As above, also will heal One (1) point of damage Cost: Three (3) Chi per Skill Level
on each individual The Mage calls upon the evil spirits to inflict his
6: As above. Will heal 1d6 points of damage on opponent with great pain, while no physical wounds
each individual will appear on the victim they will take damage and
7: As above. Will heal 2d6 points of damage as the attack is spiritual in nature armor will not
8: As above but for up to ten (10) individuals. Will protect the target from the pain.
cure disease Level Damage
9: As above, will cure poison 1: 1d6/2
10: As above but for up to Twelve (12) people. Will 2: 1d6
cure Black Wounds. 3: 1d6+1
4: 2d6
9:Zap Undead 5: 2d6+2
Cost: Four (4) per Skill level. 6: 3d6
The spell caster has the ability to destroy there 7: 3d6+3
Undead and creature of Shadow. This spell will 8: 4d6
cause no damage to the living but to the Undead it is 9: 4d6+4
devastating. 10: 5d6
Level Damage
1 1d6+1 3: Evil Presence
2: 2d6 Cost: Three (3) Chi per skill level
3: 2d6+2 The deadly ability to inflict black wounds upon a
4: 3d6 target. In order for this spell to work you must be
5: 3d6+3 able to lay your hands on the bare skin of the target.
6: 4d6 If you succeed then the victim of the spell will take a
7: 4d6+4 black wound as if touched by the Undead.
8: 5d6 Level Effect
9: 5D6+5 1: -1 to all rolls until healed
10: 6D6 2: -2 to all rolls until healed
3: -3 to all rolls until healed
4: -4 to all rolls until healed.
5: As above. -1 EMP until healed
SPELLS OF SHADOW 6: As above. -2 EMP until healed
Spells that draw their energy from the power of 7: As above.-3 EMP until healed
Dark Chi (the dark side of the force). These are 8: As above.-4 EMP until healed
spells of Necromancy, Darkness and Evil. 9: As above. -5 EMP until healed
10: As above +1d6 damage
1:Curse
Cost: Two (2) per skill level 4:Summon and Control the Undead
A very powerful Shadow spell. The spell caster call Cost: Five (5) Chi per Skill Level.
upon the evil spirits to curse a person or place. Once The Mage has the ability to call upon the fearsome
cursed the spell remains in effect until the evil spirit power of the Undead to come and serve him. In
is banished (See below). order for this spell to succeed there must be a source
If the victim of the Curse is an individual then that for the Undead within One (1) mile of the caster
person is -1 to all Rolls per skill level of the curse (such as a graveyard or battlefield)> The Caster will
and loses One (1) point of EMP per week (Think of begin chanting and the Undead will slowly rise up
this as a very slow acting Black Wound). and shamble towards the Undead, once all the
If the curse is placed on a location then all entering Undead have arrived the caster may give them
the location will be -1 to all rolls while in the commands. Undead are totally loyal but not very
bright, if not given explicit easy to understand 1: One Hour dead
instructions the will just wander about the 2: One Day dead
countryside. 3: One week dead
Once summoned the Undead will remain under the 4: One month dead
caster control for COOL hours. 5: Six months dead
Level Amount and type of Undead summoned 6: One year dead
1: One (1) Skeleton or Zombie 7: Five years dead
2: 1d6 Skeletons or Zombies 8: Ten years dead
3: 1d6+1 Skeletons or Zombies 9: Fifty years dead
4: 1d6+2 Skeletons or zombies 10: 100 years dead
5: 2d6 Skeletons or Zombies
6: As above plus One (1) Ghoul
7: As above + 1d6 Ghouls
8: As above +1d6+1 ghouls Making new spells.
9: 1d6+2 ghouls +1 shadow Chances are I have not covered every conceivable
10: 1d6 Shadows spell with this system, in fact I have barely grazed
See my forthcoming Interlock© Beastery the surface.
supplement for information on the Undead.This If you wish to adapt your own spells to Interlock just
Writer assumes there is no difference between a remember two thing.
Skeleton and a Zombie other then appearance. 1: No spell will cost less then Two (2) Chi per skill
level
5: Fury 2:90% of all spells are Ranked on a 1-10 system. A
Cost: Two (2) per Skill level. rank Three(3) spell is more powerful then a Rank
The caster empowers himself, or another with two(2) but not as powerful as a Rank Four(4).
unholy energy and strength. Engulfed by the dark Using the general guidelines and examples above,
fury they become a ragging beast bent on you should be able to convert almost any spell to
destruction.Feeling no pain they lash out at their this system. If you think your spells is Cool and
opponents like one possessed. Anime enough, go ahead and E-mail it to me and i
Level Effect will add it to the list for the next update .
1: +1 to hit Mike Straus Fbkgame@flybyknight.com
2: +1 to hit +1 to damage.
3: +2 to hit.+1 to damage. Ignore pain for COOL
rounds
4: +2 to hit.+2 to Damage. Ignore pain for COOL X Magic Fumble Table
2 rounds If a spell caster rolls a One(1) while casting a spell,
5: As above +1 BOD he must roll another d10. If he rolls a Three (3) or
6: As above +2 BOD less on the second roll then he has Fumbled his spell
7: As above.+3 BOD and must now roll 1d10 on the following catastrophe
8: As above. +1 REF table.
9: As above. +2 REF 1:All Chi in your Chi pool dissipates and must be
10: As above:+3 REF recharged
2:Chi pool lost for 1d6 days
6:Speak with Dead 3:As above plus you take 1d6 damage from the
Cost: Three (3) Chi per Skill level. backlash
The spell caster may call upon the spirit of the dead 4:Chi Pool lost for 2d6 days
to come before them and answer their question. In 5:As above plus you take 2d6 damage.
order to cast this spell the Mage must have the Skull 6:Chi pool lost for 3d6 days
of the person they wish to speak with. The spirit of 7: As above plus you take 3d6
the dead can only be consulted on subjects they 8: Chi lost for 1d6 months
know about, you can not ask them about things they 9: As above plus you lose 1d6 points of COOL
did not know when they were alive. 10: Chi lost for one year and you lose 1d6 EMP
Level Time Dead