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Magic Powers
Magic Powers are listed in thirteen
disciplines. Spellslingers
get to pick four disciplines to start out, and may get an additional
discipline with each additional
character point spent on Magic Powers. Magical
Girls only get two disciplines to start, but if they take
certain disciplines, they earn bonus levels in that discipline. A
discipline
may be taken more than once if desired, even during character
creation. Magical Girls
who have this super talent must choose an object that allows them to
use a chosen discipline, such as a tiara, scepter, gemstone, wand,
ring,
pendant, frilly sailor suit, or whatnot. Only when they have this
object
on their person and have transformed into their magical girl persona
can a
Magical Girl use her powers. All players are encouraged to think
of
names for spells and powers that have not been explicitly named, the
more
over-the-top the better.
I. Magical
Blast (MOXIE)
The catgirl can project a non-elemental
magical
attack using her MOXIE score base dice plus 1D
per number of times the Magical Blast talent was taken for an
attack
roll, and doing damage equal to her MOXIE characteristic base dice plus
1D for each time the talent is
taken.
The nature of this attack is up to the catgirl casting it, and she is
encouraged
to be as descriptive as possible. A super blast is possible if
the
catgirl makes a talent check at Very Hard (16) difficulty, which
does
normal damage plus an additional 2D
damage. A mega blast
is also possible, requiring a talent check at Formidable (20)
difficulty,
and which does double the normal dice of damage, or normal
damage plus 4D, whichever
value is higher. The maximum range of a magical blast is 50 feet
for every 1D of attack roll in the blast. (A blast with a 5D attack
roll has a range of 5 * 50 = 250 feet)
An area effect Magical Blast
may also be used if desired. Choose a point to center the blast,
and hit it with a talent check at Average
(10) difficulty if you can clearly see your aim point, and Hard (13) or greater difficulty if
you can't. If you succeed, you create a spherical area effect
magical
blast with a blast radius equal to your MOXIE base dice plus 1D per level of the talent,
multiplied by five feet, centered on your target point. If you
fail, the magical blast goes off somewhere you did not intend.
There are several ways you can resolve where the blast goes off: if you
have a twelve-sided die, you can roll that and use the numbers as clock
face directions; if you have a spinner of some sort from a board game,
you can use that to the same effect; if you are using a hex-grid
map surface, you can roll 1D and use that number for the hex face
direction. Starting from the original aim point, and moving in
the direction you determined, the aim point will shift five feet for
every point you missed your target number by, and the blast goes off
there. Anyone within five feet of the center of the blast
takes damage equivalent to getting hit with a normal magical
blast. Anyone beyond five feet of the center but within the blast
radius may
make a BOD save with a target of 13 - if they make their save they take
1 point of damage. If they fail they take half damage for the
magical blast.
II. Magical
Shield
(MOXIE) The catgirl can project a
magical barrier
for protection,
or to confine another character. The nature of the shield is up
to
the catgirl casting it, and she is encouraged to be as descriptive as
possible.
It could be anything from a swirling storm of rose petals to a
shimmering golden sphere of light. When hit in combat, the shield
will grant a saving throw equal to the caster’s
MOXIE characteristic base dice plus 1D per talent level. A
successful
save means that NO damage is taken. Failure means that the damage
must be saved against as normal. When used as a barrier, anyone
attempting to breach
that barrier will suffer an attack with an attack roll equal to the
caster’s
MOXIE base dice, and which does damage equal to her MOXIE base dice
plus 1D
per talent level. The shield lasts until dispelled or for 10
turns
per number of times the talent was taken. The maximum range a magical shield may be projected is
50 feet
for every 1D of saving roll in the shield. (A shield with a 5D save
roll has a range of 5 * 50 = 250 feet)
III. Elemental
Magic
(MOXIE)(Bonus for Magical Girls)
The catgirl can summon and control one of
six elemental
forces: earth, air, fire, water, electricity, and aether. Each
force is fundamentally opposed by one other force. Earth opposes
Air; Aether opposes Electricity; Air opposes Earth; Fire opposes
Water; Water opposes Fire; and Electricity opposes Aether.
Opposing an elemental force will weaken that force. The first
five forces are self-explanatory, but the elemental force of aether
requires a little background. Aether is the elemental force of
magic and the living spirit, and as such is very powerful in skilled
hands. A character with aether elemental magic and Wild
Card magic may combine her talent levels in both disciplines when
attempting to do something with either discipline. Aether
is also the elemental force most vulnerable to other types of
non-elemental magic as well as its opposing elemental force,
electricity, so be warned.
Elemental Magic is an
intentionally
open ended power, and players are encouraged to be as creative and
descriptive
as possible when using it. In return, Headmistresses must assign
difficulty
levels
for attempted tasks based on how outrageous the task is, keeping in
mind
that characters with magical powers can quickly unbalance gameplay if
they
are not kept in check. Elemental Magic must be taken more
than once if a character wishes to control more than one elemental
force. A sample of elemental magic powers and their effects are
listed below as examples.
Magical Girls who take Elemental Magic
get 1 bonus level in their chosen elemental type during character
generation. This bonus level applies only once, to just one
elemental
magic type. This means a Magical Girl who chooses Fire Elemental
Magic during character generation will act as if she had Fire Elemental
Magic+2 at a cost of only one magical discipline.
Magic
Type
|
Difficulty
|
Damage
|
Notes
|
Elemental Blast
|
N/A
|
MOXIE
base dice
|
Similar
to Magical Blast,
but does elemental damage. Bonus 1D to damage for every
discipline level after the first. Against a target with an
opposing elemental nature, the elemental blast does double the normal
damage dice. Against a target with the same elemental nature, the
attack actually heals it, or if it is an elemental shield, adds the
normal damage dice to its save dice for that turn. The
maximum range of an elemental blast is 50 feet for
every 1D of attack roll in the blast. (A blast with a 5D attack roll
has a range of 5 * 50 = 250 feet) |
Elemental Shield
|
N/A
|
MOXIE
base dice for saves
|
Creates
an elemental shield similar to Magical
Shield. Bonus 1D to saves for
every discipline level after the first. Elemental attacks that
oppose the element type of the shield as well as Black
Magic attacks against an Aether Magic shield will subtract their
damage dice from
the shield's save dice for the next attack against it, while elemental
attacks of the same type as the shield will add their damage dice to
the shield's save dice on the next attack against it. If
the damage dice of the opposing elemental attack are equal to or higher
than the shield dice, the shield is destroyed. The
maximum range an elemental shield may be projected is 50 feet for
every 1D of save roll in the shield. (A shield with a 5D save roll
has a range of 5 * 50 = 250 feet) |
Elemental
Weapon
|
N/A
|
MOXIE base
dice + 1D per talent
level
|
An
Elemental Weapon is a melee weapon that does damage equal to your
MOXIE base dice, plus 1D for every level of your elemental magic
talent. You need to use your Hack 'N' Slash talent to hit, or not
having the talent, your base BOD dice. Elemental
Weapons last for 1 scene. |
Elemental
Armor
|
N/A
|
+1D
per Talent Level
|
Elemental
Armor covers the character head to toe, and protects only
against elemental attacks, magic blasts, and energy weapons. The armor
grants a save bonus equal to +1D per level of the elemental magic
talent as if it were armor. Attacks of the antithesis of the
elemental
type (water vs. fire for example) will drop the save bonus by 1D per 2D
of damage in the attack (but never by more than the total protection
bonus granted by the elemental armor), while attacks of the same
elemental type will add 1D to the save bonus per 2D of damage in the
attack. Elemental armor save bonuses stack with normal armor in this
regard - the only exception to the rule. Elemental armor has no damage
reduction. Only one elemental armor type may be in use at one time.
Elemental Armor lasts for one scene. |
Summon Elemental Force
|
Hard (13) |
N/A
|
The
character may summon an Elemental Force to serve her. This
elemental force is non-sentient (Pathetic
BRAINS) and must be very specifically directed by its summoner, but is
very powerful (Superior BOD),
and has 30 hit points. Every attack it makes does elemental
damage of 5D, though
successful attacks against it with elemental
damage of the opposite type do double damage. There must be a
source of the elemental force type available to summon one. (A pool of
water for a water elemental, a gust of wind for air, a pile of rocks or
dirt for earth, or a thunderstorm or source of electric power for
electricity.) Aether magic requires the presence of non-sentient
life.
|
Summon
Elemental Servant
|
Very
Hard (16)
|
N/A
|
The
character may summon an Elemental Servant to serve her. This
elemental servant is sentient but not bright (Weak
BRAINS) and must be given explicit instructions by its summoner, but is
very powerful (Superior BOD),
and has 50 hit points. Every attack it makes does elemental
damage of 6D (Power 1),
though
successful attacks against it with elemental
damage of the opposite type do double damage. There must be a
source of the elemental type available to summon one. (A pool of
water for a water elemental, a gust of wind for air, a pile of rocks or
dirt for earth, or a thunderstorm or source of electric power for
electricity.) Aether magic requires the presence of non-sentient
life. |
Summon
Elemental
Lord
|
Formidable
(20)
|
N/A
|
The
character may summon an Elemental Lord to serve her. This
elemental lord is sentient and intelligent (Average or better BRAINS)
and is
very powerful (Amazing BOD),
and has 100 hit points. Elemental Lords will not automatically
serve the one who summoned them - typically they ask for some form of
compensation before they act, though they may be compelled to obey if
the summoner can make a Very Hard (16)
MOXIE check. Every attack an Elemental Lord makes does elemental
damage of 8D (Power 1),
though
successful attacks against it with elemental
damage of the opposite type do double damage. There must be a
source of the elemental force type available to summon one. (A pool of
water for a water elemental, a gust of wind for air, a pile of rocks or
dirt for earth, or a thunderstorm or source of electric power for
electricity.) Aether magic requires the presence of non-sentient
life. |
Direct Elemental Force
|
Average (10) and higher
|
N/A
|
The
character may control her chosen element as if it were an extension of
her own body. For example, parting or even walking on the water to
create safe passage, snuffing out a fire that threatens her, lifting up
a wall of rock or dirt to use as a shield, calling up a gale force
wind, riding a bolt of lightning or calling up a storm of aether.
Difficulty level depends on the complexity of the action or the sheer
mass/volume of the manipulated elemental force.
|
IV. Nature
Magic (BRAINS)(Bonus for Magical Girls)
Catgirls with this power often think of
themselves
as druids or witches. They can sense, control and manipulate
plant
life, usually for the purpose of nurturing it, though they can destroy
as well as create. Nature Magic also allows the catgirl
to
communicate with and even direct the actions of animals, though this
must
be done with caution, as some animals are inherently dishonest or
mischievous
(snakes, coyotes) or have minds so different from a catgirl that their
thought processes will be alien and practically incomprehensible
(insects). Magical Girls who take
Nature Magic
get 1 bonus level during character
generation. This bonus level applies only once. This means
a Magical Girl who chooses Nature
Magic during character generation will act as if she had Nature
Magic+2 at a cost of only one magical discipline.
| Action |
Difficulty
|
Notes
|
Sense
Life
|
Average
(10)
|
The
character can sense the location, size, and general type of plant and
animal life within 100 feet of them.
|
Control
Plants
|
Average
(10) and higher
|
The
character can manipulate plant life as if it were an extension of her
own body. Difficulty level depends on the complexity of the
action and the sheer mass/volume of plant life manipulated.
|
Nurture Plants
|
Hard (13)
|
The
character can cause all plant life within a hundred square feet area
per talent level of the character to thrive and florish for 1D years,
even in the most barren soil, by sacrificing 1 brownie point.
|
Destroy Plants
|
Very Hard (16)
|
The
character can destroy all planet life within a hundred square foot area
per talent level of the character by sacrificing 1 brownie point.
The affected area will remain
absolutely barren for 1D years, unless someone uses Nuture Plants on the area, in which
case a Contest of Skills will be
necessary to overcome the magical blight.
|
Speak with Animals
|
Average (10) and higher
|
The
character can communicate with non-sophont animals as if they could
speak her native language. Difficulty level will depend on how
far the animal deviates from the character's own species.
|
Direct Animals
|
Average (10) and higher
|
The
character can direct the actions of animals that she can see or speak
to. The difficulty level will depend on the complexity of the
desired action as well as how far it deviates from what would be
considered normal for that animal. Getting a doe to attack
someone is a lot harder than getting a tiger to do the same.
|
V. White Magic
(MOXIE)(Bonus for Magical Girls)
Catgirls with this power have the ability
to heal
wounds, cure illnesses, and even restore crippling injuries such as
paralysis,
blindness, or brain damage. They can impart upon other characters
blessings which will help protect them in battle. They can create
light, even magical daylight, with a word. Finally, white
magicians can neutralize poisons and purify food and drink to make it
safe
to consume. Many white magicians incorporate religious beliefs
into
the use of their powers, but this is not required for the magic to
work. Magical Girls who take White
Magic
get 1 bonus level during character
generation. This bonus level applies only once. This means
a Magical Girl who chooses White
Magic during character generation will act as if she had White
Magic+2 at a cost of only one magical discipline.
White
Magic Spell
|
Difficulty
|
Notes
|
Minor
Healing
|
Easy
(8)
|
Heals
1D of hit points. Minor Healing may be attempted as many times
per day as the levels of White Magic of the caster multiplied by 3.
|
Moderate
Healing
|
Average
(10)
|
Heals
2D of hit points. Moderate Healing may be
attempted as many times per day as the levels of White Magic of the
caster multiplied by 3. |
Major
Healing
|
Hard
(13)
|
Heals
3D of hit points. Major Healing may be attempted
as many times per day as the levels of White Magic of the caster. |
Critical
Healing
|
Very
Hard (16)
|
Heals
5D of hit points. Critical Healing may be
attempted as many times per day as the levels of White Magic of the
caster. |
Maximum
Healing
|
Formidable
(20)
|
Heals
all hit points. Maximum Healing may be attempted
as many times per day as the levels of White Magic of the caster. |
Minor
Restoration
|
Hard
(13)
|
Cures
minor illness, temporary blindness, and temporary deafness. Minor
Restoration may be attempted as many times per day as the levels of
White Magic of the caster multiplied by 3. A
failed attempt means the white magician cannot try again on
that person until the next play session or until they have gained
another level of white magic. |
Restoration
|
Very
Hard (16)
|
Cures
serious illness, simple curses, permanent blindness, deafness, and
minor maiming wounds. It was also return any victim of a Polymorph Power Word to their
normal form. Restoration may be attempted as many
times per day as the levels of White Magic of the caster. A
failed attempt means the white magician cannot try again on that person
until they have gained another level of white magic.
|
Full
Restoration
|
Ridiculous
(24)
|
Cures
paralysis, all curses, chronic disease, limb loss, and brain
damage. Restoration may be attempted as many
times per day as the levels of White Magic of the caster. A
failed attempt means the white magician cannot try again on that person
until they have gained another level of white magic. |
Resurrection
|
Impossible
(30)
|
Raises
the recently deceased to life and administers Major Healing and Full Restoration. The
deceased cannot have been dead longer than 3 days per talent level of
White Magic. Resurrection also requires the white magician to permanently sacrifice 2D of her hit
points. A failed attempt means the deceased cannot be raised
short of a Wish.
|
Light
|
Easy
(8)
|
The
character can create a ten foot radius globe of magical light anywhere
within 100 feet of herself. The light glows with a soft blue,
white, or yellow radiance according to the desires of the caster, and
lasts for 1 hour per level of white magic, or until dispelled. Light
may be attempted as many times per day as the levels of White Magic of
the caster multiplied by 3. |
Daylight
|
Hard
(13)
|
The
character can create a ten foot radius globe of magical daylight
anywhere within 100 feet of herself. This light is identical in
spectra and intensity to noon-time daylight, and will harm creatures
who can be harmed by the light of the sun at 1D damage per level of the
caster per turn of exposure. Magical daylight lasts for 1 hour
per level of white
magic, or until dispelled. Daylight may be attempted as many
times per day as the caster's level of white magic. Servants of Light within
the effect radius gain a bonus of +1D to all rolls.
|
Create
Nourishment
|
Average
(10)
|
The
character can create nourishing food and drink for one person for one
day from nothing more than a crust of bread and a drop of water. Create
Nourishment may be attempted as many times per day as the levels of
White Magic of the caster multiplied by 3. |
Purify
Food and Drink
|
Average
(10)
|
The
character can make enough food and drink for 1D meals per level of
white magic safe to consume against minor toxins and bacteria.
This spell may be employed as many times per day as the level of white
magic of the caster.
|
Neutralize
Poison
|
Average
(10) and higher
|
The
character can neutralize the poison within a person with a simple
touch. The difficulty level is based on the toxicity of the
poison and how quickly it acts. Poisons which are debilitating or
lethal but slow acting are Average
(10), poisons which are lethal and fast acting are Hard (13), and poisons which are
lethal and nearly instantaneous are Very
Hard (16). Certain exotic or magical poisons may have an
even higher difficulty level at the Headmistress' discretion.
|
Blessing a character is done by a
simple
touch and the recitation of an appropriate benediction. The
effectiveness
of the blessing depends on how high the white magician can roll with
her
MOXIE base dice plus 1D per level of the talent, with the higher the
roll
the better the effect. Only one Blessing may be bestowed
upon a
character at any given time. Characters cannot bless
themselves.
|
Die
Roll
|
Bless Effect
|
Duration
|
|
Less than
8
|
No Effect
|
N/A
|
|
8 to 9
|
Add 1 to
all saves
|
1D turns
|
|
10 to 13
|
Add 2 to
all saves
|
1D turns
|
|
14 to 17
|
Add 1D
to all saves
and
+1 to all
attack rolls
|
1D turns
|
18 to 21
|
Add 2D
to all saves
and
+2 to all
attack rolls
|
1D turns
|
|
22 to 25
|
Add 2D
to all saves
and
+1D to
all attack rolls
|
2D turns
|
|
26 and
higher
|
Add 2D
to all saves
and
+2D to
all attack rolls
|
3D turns
|
VI. Illusion
Magic (BRAINS)
Catgirls with this power can manipulate
the senses
of others to experience things that are not real. Creating an
illusion
that affects one sense (such as vision or hearing) is done at Average
(10)
difficulty. Creating an illusion that affects two or three senses
at once is done at Hard (13) difficulty. Creating an
illusion
that
affects all five senses is done at Very Hard (16)
difficulty.
A
successful talent check means that the illusion has been created, and
will
immediately fool the affected senses of anyone who has no reason to
believe
the illusion isn’t what it seems to be. Characters who have good
reason to believe that something might be an illusion (they’ve seen
them
used recently, or the illusion is inconsistent with the other senses,
such
as a wall of fire that gives off no heat) may attempt to make a MOXIE
save
against the BRAINS score plus 1D per talent level of the
illusionist.
Failure to disbelieve in an illusion may result in taking damage.
For example, running through an illusionary wall of fire will seem to
burn
the character, who will shriek and cry as if she were getting
barbequed,
effectively removing her from the scene. An illusionary
man-eating
tiger will appear as if it is mauling the character with the same
effect.
Damage inflicted is up to the nature of the illusion, how many senses
it
fools, and the Headmistress’ perogative, though it should not be more
than
the illusionist’s BRAINS score plus 1D per talent level.
Illusionary
magic will KO, but never does real damage when you are playing with Realistic
Violence rules.
VII.
Power Words (MOXIE)
The catgirl can,
with a single
spoken word, cause sleep, paralysis, confusion, even death upon her
victims.
Whether or not a character knows a word of power is determined upon
purchasing
the talent, as per the requirements of the Mastery Roll in the table
below.
If a catgirl fails her mastery roll, she may not make another
attempt
to master that word of power until she buys another level of the Power
Words talent with Brownie Points earned during play. Magical Girls may not learn Power
Words magic.
To use this power,
the catgirl
must be able to see her victim, and must be able to speak in a loud,
commanding
voice. The victim does not have to be able to understand what is
being said for the power to work, nor do they have to be able to hear
what is said. More than one victim may be attacked at one time
with a
word of power, but each additional victim is attacked at 1D less than
the
previous victim. Victims must make a MOXIE based save
against
an attack roll made by the caster, who gets her MOXIE base dice plus 1D
for every time the Power Word Magic talent is taken.
Saves
which match or beat the attack roll have no effect. Failed saving
throws have the following effects, based on which power word was used.
|
Power
Word:
|
Effects:
|
Mastery
Roll:
|
|
Sleep
|
The victim
immediately falls into a deep sleep for as many turns as the caster's
MOXIE base dice,
plus 1D per level of talent. |
Easy (8)
Difficulty check
against Power Words magic.
|
|
Paralyze
|
The victim
becomes immediately paralyzed, and can only breathe, move his or her
eyes,
and mutter (at best) to speak. The effects last for as many turns as
the
caster's MOXIE base dice plus 1D per level of talent. |
Easy (8)
Difficulty check
against Power Words magic.
|
|
Confuse
|
The victim
makes all talent and characteristic checks related to BRAINS as if they
had a rank of Hopeless.
Effects last 1D turns. |
Easy (8)
Difficulty check
against Power Words magic.
|
|
Haste
|
The victim
has the power of Super
Speed for 2D turns. After the super speed wears off, they
take
2D of non-lethal damage from exhaustion. |
Average (10)
Difficulty check
against Power Words magic.
|
|
Slow
|
The victim
loses the initiative to everyone else who has not been Slowed, and
may move no faster than 2" per turn in combat. Effects last 2D turns. |
Average (10)
Difficulty check
against Power Words magic.
|
|
Stop
|
The victim
loses his or her action for that turn, or if they have already acted,
they
lose their next action and may not move in the next turn. |
Hard (13)
Difficulty check
against Power Words magic.
|
|
Stun
|
The victim
immediately suffers 4D of non-lethal damage. There is no damage
reduction from armor or from talents such as Nigh-Invulnerable or Tough as Nails.
|
Hard (13)
Difficulty check
against Power Words magic.
|
|
Curse
|
The victim
suffers a 1D penalty to all of their dice rolls per level of the talent
of the caster. The effects last 1D turns per number of times the
talent was taken. |
Hard (13)
Difficulty check
against Power Words magic.
|
|
Dispel
|
This Power
Word allows the caster to remove the effects of any other Power Word,
to
dispel any object conjured with Sorcery, to remove Magic Shields, end
Illusions,
or put a stop to any Wild Card Magic. To dispel someone else's magic is
a Contest
of Skills against the person whose magic you are attempting to
dispel, in which the caster gets a roll of her MOXIE base dice plus 1D
per level of her Power Words
talent.
|
Very Hard
(16)
Difficulty check
against Power Words magic.
|
|
Blind
|
The victim loses
the ability to see
for as many hours as the caster's MOXIE base dice plus 1D per level of
the
talent. |
Very Hard
(16)
Difficulty check
against Power Words magic.
|
|
Polymorph
|
The victim
is transformed into whatever form, living or non-living, the caster
desires.
The victim will retain all of their hit points, talents, and powers
while
polymorphed, but they may or may not be able to use them (end tables
have no mouths
to cast spells!). The effects last for as many turns as the
caster's
MOXIE base dice plus 1D per level of the talent, or until dispelled by
the caster
or someone with the Dispel power word or the Restoration white magic spell. |
Very
Hard (16) Difficulty check against Power Words magic.
|
|
Petrify
|
The victim is
instantly turned to
stone. Any cure for this condition should be rare and difficult
to come
by, or else involve powerful healing magic such as Full Restoration or a Wish. |
Formidable
(20)
Difficulty
check against Power Words magic.
|
|
Kill
|
The victim's hit
points drop to a negative level just 1 point below their threshold of
death. (In games where Realistic Violence is not being used,
Power Word - Kill will instead cause an instant KO.) If they take any
more
damage
during this time, or if 2D turns pass without being healed in some way,
they die. |
Ridiculous
(24)
Difficulty
check against Power Words magic.
|
|
Wish
|
The caster
may wish for anything that they desire - with the exception of killing
someone outright (it will only act as the Power Word - Kill
spell,
and the victim gets a save against the effects). The Headmistress
is
encouraged
to be as ruthless as necessary in the interpretation of a wish to keep
the power from unbalancing gameplay. Only 1 Wish may be
cast
per session of gameplay. |
Impossible (30)
Difficulty check against Power Words magic.
|
VIII.
Sorcery (MOXIE)
The power of sorcery grants the charcter
the ability to use magical sight -
"scrying" -
to see things at a distance (like Remote
Viewing); conjure things out of thin air; identify magical
items and potions; create locks, glyphs,
and wards which can restrict access, store spells, or act as magical
traps;
or dispel the work of another sorceror.
Scrying is done at the
same
difficulty levels as Remote Viewing: using the spell to witness what is
happening in a place the character is familiar with is done at Average
(10)
difficulty. Using it in a place the character has been to once or
twice, but is not familiar with is done at Hard (13)
difficulty.
Using it in a place the character has never been to is done at Very
Hard (16) difficulty. The character is only a witness to what
is
going
on during a scrying, and may not intervene or make herself known in any
way.
Conjuring is the creation of things out of
thin
air. Small non-living objects of low value may be conjured up
with Average (10)
difficulty. Larger objects, objects made of valuable materials,
and
non-intelligent living creatures may be conjured up with Hard (13)
difficulty.
Very large objects, extremely valuable or rare things, and intelligent
creatures may be conjured up with Very Hard (16)
difficulty.
Real
objects that already belong to the sorceror may be summoned to hand
with Easy (8)
difficulty. No specific living thing may be conjured up that
already
exists somewhere. Summoning must be used instead for specific
creatures
or beings. Conjured objects remain until dispelled (by the
conjuror,
or someone else with Sorcery or the Dispel Power Word using a contest
of skills) or for
as
many minutes as the conjurer’s MOXIE base dice plus 1D per talent
level, when they
fade away to nothing. Living things will act as best as can be
expected
in their circumstances - predators may fight their way to safety, while
prey animals may simply flee or hide, others might become curious about
what's going on. Headmistresses should exercise their own
judgement
here. Sorcerors have no control over creatures they
conjure
up unless they also have and use Nature Magic.
Identifying a Magical Item requires at
least a day of study for the item if it is Common and requires a talent check
at Average (10)
difficulty. If the item is Rare,
it requires three days of study and a talent check at Hard (13) difficulty. If the
item is Unique, it requires a
week of study and a talent check at Very
Hard (16) difficulty. Once an item is identified, all of
its powers may be used and any command words associated with them are
known. Items which are Rare
or Unique will also have some
history behind them, which the sorceror will learn at least a little
part of at the Headmistress' discetion. A failure to identify the
item will require further study and another talent check. Three
failures to identify an item means the character may not try again
until she gains another level of Sorcery.
Casting a ward or glyph will require
material components
to physically construct them, like chalk or candles to make a
ward;
or platinum paint, harpy's blood, crushed gemstones or similar rare and
valuable materials to draw a glyph. A table for glyphs, wards,
locks
and their effects is below:
| Lock |
A door, latch,
hook, or other device meant for securing something may be magically
locked.
Such a lock will prevent the item from being accessed unless the lock
is
dispelled or the correct password is spoken. Characters placing
Locks
should write down the password on a piece of paper and give it to the
Headmistress. |
Average (10)
Difficulty to place the Lock. Dispelling a Lock is a Contest
of Skills using 1D for each time the caster's took Sorcery
plus their MOXIE base dice versus the Dispeller's MOXIE base dice plus
1D for each time they took Sorcery. The act of successfully
dispelling
a Lock automatically alerts the person who cast it. |
| Pass-Lock |
The opposite
of Lock, this allows a sorceror to override a Lock
spell
without dispelling it, which may be necessary if the sorceror does not
wish to make it known that she defeated the lock. |
Pass-Lock
is done through a Contest
of Skills as if dispelling the lock, but is done with a +1D
bonus
for the Lock to resist the attempt. Success means that the lock
can
be bypassed for 1D turns without alerting the caster of the Lock
spell. |
| Glyphs |
A spell may
be contained within a magical glyph, or symbol. Any single spell
may be contained within a glyph. Activation of that spell is
based
on conditions set by the caster. For example, touching a glyph
may
release that spell, speaking a command word aloud, or even if a ward
has
been tripped. Activating the spell within the glyph causes the glyph to
fade away and vanish. |
Average (10)
Difficulty to place a glyph upon something, plus any difficulty rolls
for
the spell being placed within the glyph. Glyphs last until they are
activated
or dispelled. The person casting the glyph must also be able to cast
the
spell contained within the glyph. |
| Wards |
A ward is a
symbol or set of symbols that protect an area against intrusion. A
single
ward can protect a volume of space up to 10 feet on a side. Most wards
have a password that is created when the ward is created. This allows
the
creator of the ward to pass through the ward without disturbing
it.
Players who cast wards should write down the specific volume of space
the
ward protects, the password to enter the ward safely, and whatever
effects
tripping the ward causes for each ward they create. |
Difficulty
levels depend on the type of ward being cast. See below for more
details. |
|
Alarm
- This type of ward will give an alarm if someone who does not speak
the
password tries to enter the volume protected by the ward. The
alarm
can be audible and/or visible, or silent and invisible (alerting the
caster
mentally), and even activate a glyph in the area, depending on the
desires
of the caster. |
Average (10)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
The ward will reset itself 1 turn after it is activated. Preparation
time
for this spell is 15 minutes at a minimum. |
|
Anti-Magic
- This type of ward forbids the use of magic within its protected
volume.
Any attempt to use a magic item or magic power will require a
successful Contest
of Skill against the MOXIE base dice plus 1D per talent level
of
the ward's caster. Failure means the spell fizzled out with no effect. |
Hard (13)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
Note that trying to dispel an anti-magic ward from within the ward will
require a Contest of Skill just to get the spell off. The second
Contest of Skill to dispel the ward may then be rolled.
Preparation
time for this spell is 120 minutes at a minimum. |
|
Anti-Scrying
- This type of ward will protect anyone within the volume of the ward
from
magical scrying or ESPer Remote
Viewing. Characters who attempt to do so will realize
immediately
that they are being blocked, but will not be able to see into that area. |
Average (10)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
Preparation time for this spell is 60 minutes at a minimum. |
|
Anti-Spirit
- This type of ward will prevent any ghost, spirit, or non-corporeal
entity
from entering the protected volume of the ward. Any being attempting to
do so must succeed in a Contest of Skill against the MOXIE base dice
plus
1D per talent level of the ward's caster. If the being fails to pass
the
ward, it will suffer 5D of
damage in the attempt. |
Hard (13)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
Preparation time for this spell is 5 minutes at a minimum. |
|
Constrain
Entity - This ward is often used in conjunction with Summoning,
as it will prevent any being not native to the dimensional plane in
which
the ward is cast from crossing over it, or to use their innate powers
or
magic. Any being attempting to do so must succeed in a Contest of
Skill against the MOXIE base dice plus 1D per talent level of the
ward's
caster. If the being fails to pass the ward, it will suffer 5D of
damage
in the attempt. |
Hard (13)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
Note that trying to dispel this ward from within the ward will require
a Contest of Skill just to get the spell off successfully. The
second
Contest of Skill to dispel the ward may then be rolled.
Preparation
time for this spell is 180 minutes at a minimum. |
|
Deny Access
- This ward will prevent any corporeal being from entering the
protected
volume of the ward. Any being attempting to do so must succeed in
a Contest of Skill against the MOXIE base dice plus 1D per talent level
of the ward's caster. If the being fails to enter the ward, it will
suffer 5D of damage in the
attempt. |
Hard (13)
Difficulty to set up the ward. The ward lasts until it is
dispelled.
Preparation time for this spell is 30 minutes at a minimum. |
|
The Elder
Sign - This arcane symbol is a potent ward against Cthonic
monsters,
faded gods, ancient alien entities, and their inhuman servants. None of
these beings may touch or even cross over or by the Elder Sign, or else
risk being utterly destroyed. Any attempt to do so will only be
for
the most dire of reasons, and will force them to make a BOD save with a
target of 20 to succeed. Failure means total annihilation, success
results
in 5D of damage. |
Average (10)
Difficulty to set up the ward. The ward lasts until the symbol is
defaced by a being who is not affected by the Elder Sign. No
being
that is vulnerable to the Elder Sign will dare touch it.
Preparation
time for this spell is 1 turn. |
|
The Yellow
Sign - This arcane symbol protects against the dreaded King in
Yellow,
but as most scholars of the occult know, it also has the same effect on
beings that are vulnerable to the Elder Sign. |
Average (10)
Difficulty to set up the ward. The ward lasts until the symbol is
defaced by a being who is not affected by the Yellow Sign. No
being
that is vulnerable to the Yellow Sign will dare touch it.
Preparation
time for this spell is 1 turn. |
Finally, a Sorceror
may Dispel
the magic of another sorceror. This is done as a Contest
of Skill similar to that described under the Power Words
magical power.
IX. Summoning
(MOXIE)
The catgirl can summon existing creatures
from some
other place, frequently in another dimension or plane of existence. Summoning
is a very dangerous thing, particularly if one wishes to summon a
powerful
intelligent entity, and the power is one that is rarely taught and
seldom encouraged
among spellslingers. Magical
Girls may not take Summoning
Magic.
Summoning
Ability
|
Difficulty
|
Notes
|
Find
True Name
|
Ridiculous
(24)
|
The
summoner is able to divine the True Name of any living being in
existence; mortal, immortal, or non-corporeal. In addition to the
very high difficulty level of such a feat, the research will cost
$1,000 in materials per character point total of the being under
research, and will take 240 man-hours plus 8 man-hours per point of the
character point total to complete. Failure means the summoner
suffers a permanent loss of 1D+3 hit points and may not seek out that
being's True Name ever again. For this reason, it is common for
summoners to seek out secret books of useful True Names compiled by
other more daring (or fool-hardy!) summoners rather than take the risk
on their own. Possession of such a book is dangerous in its own
right, as any Powers who might have their True Name within its pages
will seek out the book to destroy it and the summoner who possesses it,
since knowing a being's True Name will give you power over them.
|
| Summon
Person |
Average
(10) |
A
sophont mortal being on another plane of existence or parallel
dimension may be summoned if the summoner knows their True
Name. The being will be under no obligation to enter the
summoner's world though the summoner may attempt to control the
person. The response of the being will depend on the nature of
the encounter with the summoner.
|
| Summon
Monster |
Average
(10) |
A
non-sophont mortal being on this or another plane of existence may be
summoned if the summoner knows its True Name. The being must be
controlled immediately or else it will attempt to attack the summoner. |
| Summon
Entity |
Hard
(13) |
A
non-corporeal being from another dimension or plane of existence may
be summoned if the summoner knows their True Name. The
being should be controlled immediately or else it may attempt to attack
the summoner. Entities are very dangerous to summon unless the
summoner also has the Anti-Spirit
and or Constrain Entity wards
in place.
|
| Summon
Power |
Very
Hard (16) |
A very powerful being (Boss rank or
higher) from another dimension or plane of existence may be summoned if
the summoner knows their True Name. The being should be
controlled immediately or else it may attempt to attack the
summoner.
|
Control
Being
|
Variable
|
Once a being's True Name is known, an
attempt may
be made to control it. The difficulty level depends on the power
of the being summoned. Cannon
Fodder beings are Average (10),
Thugs are Hard (13), Henchmen are Very Hard (16), Bosses are Formidable (20), and Fiends are either Ridiculous (24) or Impossible (30) depending on the
nature of the being. A being which has been successfully
controlled will
do the summoner's bidding in all things for as many days as the
number of the summoner's MOXIE base dice plus talent level dice divided
by three (round to the nearest whole number.) Yes, this counts
with beings that have not been summoned, but whose True Names are known
by the Summoner.
|
Controlling a summoned being is not
required, but
depending on who you are calling, doing so may be highly
recommended. Malignant alien entities, Archdukes of Chaos, and
other Lords of Darkness don’t take kindly to
interruptions
from impertinent mortals - particularly succulent little catgirls - and
failure on the summoner’s part can mean experiencing suffering that is
legendary - even in Hell. Summoning beings of good and kindly
temperament
are probably less risky to the summoner, but powerful ones like
Archangels
or other Lords of Light will take umbrage at being called away from
their
business, and even successfully controlled will only carry out their
tasks
grudgingly.
Summoned creatures that have been
successfully
controlled
will do their master’s bidding for as many days as the number of the
summoner’s MOXIE base dice plus talent level dice divided by three
(round to the nearest whole
number),
after that they must either be destroyed in combat or sent back to
whence
they came on a talent check of Very Hard (16) difficulty.
Summoned
beings may be sent back by their summoner automatically if they do so
before
the term of service has ended. Any being that has been summoned
previously by the summoner must still be controlled with each new
contact, though the level of difficulty will be one level lower than
normal.
Summoned beings that are not
successfully
controlled, or who remain after their term of service has ended will
usually
seek out their master and kill them as messily as possible out of
revenge
for servitude, or else out of a desire to remain in the mortal world to
wreak havoc without the threat of being sent away. Even ‘good’
beings
will inflict some kind of curse or admonishment upon a careless
summoner
who fails to obtain power over them, or who makes them overstay their
time
(the Headmistress is encouraged to indulge her whims as to the nature
of
the curse/admonishment, keeping in mind that an entity of light will
probably
do something that forces the summoner to reflect upon her ways rather
than
harming her.) Abjuring a summoned being back to their own realm
that
was not summoned by that character is done at Formidable (20)
difficulty,
further underscoring the need for summoners to take care of their
business
in a timely fashion. A summoner gets only one attempt to
abjure
a summoned being. If they fail, someone else will have to do the
job, or else the summoner must gain another talent level in Summoning
in order to get a second chance. Note: for some unknown reason, Tentacle
Monsters may not be abjured in this manner - they must be
destroyed.
(Not that we can imagine a catgirl actually wanting to summon a Tentacle
Monster!)
X.
Enchantment (MOXIE)
The ability to imbue
items
with magical powers or spell-like effects. Magical Girls may not take
Enchantment magic. Enchanters are free to
create whatever magical items the Headmistress will let them get away
with, and limited to how many brownie points they have available.
How difficult it is to enchant an item, how long it takes to do this,
and
how much it might cost the character are explained in the table below.
An item, once enchanted, may not be reenchanted to add abilities or
increase
damage once it has been completed. Only spell charges may be
added
to a depleted item.
The time to enchant
an item is given in
man-hours.
An enchanter may devote no more than 12 hours of work to enchanting
items
in a day, and no item may go more than 3 days without being worked on
without
having to restart the enchantment process from the beginning.
Multiple
enchantments may be added at the time of creation, but all must be
rolled
for separately, and all man-hour and material requirements are
cumulative.
Only
those talent checks which succeeded apply to the item. Failure on
all
enchantment talent checks for an item means that the item was utterly
destroyed
in the attempt.
An Enchanter may
create an item that has powers not possessed by the Enchanter herself,
so long as she can cooperate with another spellslinger who has the
power. Doing so incurs 1D of penalty dice against the talent
check to create the item, and the second spellslinger does not reduce
the amount of time required by the Enchanter to create the
object. In addition, the spellslinger assisting in the creation
of the item must spend at least half of the required time for the item
in the presence of the Enchanter while she works.
| Desired
Enchantment |
Difficulty
Level |
Time to
Enchant |
Pre-Requisites |
| Increase
a melee weapon's damage by 1D. |
Starting at Hard (13), and increasing by 1
difficulty level per additional 1D
damage desired. |
24 man-hours
per 1D increase. Ultratech energy melee weapons (lightsabers) may not
be
enchanted in this manner. |
An excellent
quality (double normal cost) weapon. 1 brownie point must be
spent to create this item.
|
| Increase
a ranged weapon's projectile damage by 1D. |
Starting at Hard (13), and increasing by 1
difficulty level per additional 1D
damage desired. A check must be made for each bullet, arrow, dart, or
other
projectile enchanted. |
1 man-hour
per projectile per 1D of increase. Ultratech energy weapons may not be
enchanted in this manner. |
An excellent
quality (double normal cost) projectile. 1 brownie point
must be spent to create this item for every ten projectiles enchanted.
|
| Increase
a weapon's attack roll by 1D. |
Starting at Hard (13), and increasing by 1
difficulty level per additional 1D add to
the attack roll. |
24 man-hours
per 1D increase. |
An excellent
quality (double normal cost) weapon, plus a gemstone worth at least
$1000. 1 brownie point must be spent to
create this item. |
| Increase
the save bonus of armor or shields by 1D. |
Starting at Hard (13), and increasing by 1
difficulty level per
additional 1D
bonus to the armor's save bonus. |
24 man-hours
per +1 save bonus increase. |
An excellent
quality suit of armor or shield. 1 brownie point
must be spent to create this item. |
| Increase
the damage reduction of armor or shields. |
Starting at Hard (13), and increasing by 1
difficulty level per
additional 1D
of increase to the armor's damage reduction.
|
24 man-hours
per step of increase to damage reduction. |
An excellent
quality suit of armor or shield. 1 brownie point
must be spent to create this item. |
| Add an additional
attack per turn at no penalty to the weapon's attack roll. |
Starting at Hard (13), and increasing by 1
difficulty level per additional attack
granted. |
30 man-hours
per additional attack. |
An excellent
quality weapon plus a hair from the head of a great weapon master
(three
levels of Hack'N'Slash talent). 1 brownie point
must be spent to create this item. |
Make a weapon
a Cleaver, cutting through all non-living material without
hindrance. (Power of 3 against inanimate objects)
|
Formidable (20)
difficulty. Only weapons with a cutting edge may be made into Cleavers. |
36 man-hours. |
A superb quality
weapon (four times normal cost), plus three blades of grass plucked
from
the ground by a divine being (angelgirls count). 3 brownie points
must be spent to create this item. |
| Make a weapon
or projectile a Slayer, doing double the normal damage dice
against
that target type. |
Formidable (20)
difficulty. A specific target type must be named when enchanting. |
36 man-hours
for a weapon or 4 man-hours for a projectile. A weapon or
projectile
can only be enchanted against one target type. |
A superb quality
weapon or projectile, plus five drops of blood from a being of the
target
type. Dragonslayers may be made using bone from a dragon.
3 brownie points must be spent to
create this item. |
| Make a weapon
a Hero's Weapon, doing double the normal damage dice when used
to
defend another person's life. |
Very Hard (16)
difficulty. The weapon grants its double damage bonus only when used in
the defense of another person. |
36 man-hours. |
A superb quality
weapon, plus three drops of blood from a warrior who died in the
defense
of innocent life. 2 brownie points must be spent to
create this item. |
| Make a weapon
or projectile a Peacemaker, doing double the normal damage dice
when the wielder does not initiate combat. |
Very Hard (16)
difficulty. The weapon or projectile does double the normal damage dice
when the wielder or anyone allied with the wielder does not
start
the fight. |
36 man-hours
for a weapon or 4 man-hours for a projectile. |
A superb quality
weapon or projectile, plus an olive branch, a dove's feather, and a
handful
of soil from the grave of an honorable warrior. 2 brownie points
must be spent to create this item. |
| Make a melee
weapon a Flametongue or Ice Brand. |
Very Hard (16)
difficulty. The weapon will emit either flames or waves of icy
cold
along the striking surface upon command, doing an extra 1D
elemental damage. The weapon can be either a Flametongue or an Ice
Brand,
but not both. |
24 man-hours. |
An excellent
quality weapon plus a drop of kerosene and a pinch of sulfur for Flametongues,
and a drop of ammonia and a pinch of glacial ice for Ice Brands.
1 brownie point must be spent to
create this item. |
| Make a weapon
or projectile a Piercer, negating the bonuses from mundane
armor. |
Formidable
(20) difficulty. Any character wearing armor that is not enchanted,
made of
dragonscale, or from ultratech materials gets no armor save bonus or
damage
reduction benefit from the armor. |
36 man-hours
for a weapon or 4 man-hours for a projectile. |
A superb quality
weapon or projectile, plus a pinch of diamond dust. 3 brownie points
must be spent to create this item (or ten projectiles). |
| Imbue an
item with a Magical Shield. |
Hard (13)
difficulty. The item will be able to cast as many Magical Shields as
the
enchanter's MOXIE score base dice plus 1D per talent level of the
enchanter. The Magical
Shield will have a save equivalent to that of the enchanter's
MOXIE base dice plus 1D per talent level. |
24 man-hours
to enchant the item, plus 1 man-hour per shield spell charged into the
item. |
An excellent
quality item plus 1 ounce of hard steel or 1/4 ounce of mithril per
charge.
Also, the enchanter must have the Magical Shield ability.
1 brownie point must be spent to
create this item. |
| Imbue an
item with a Magical Blast attack. |
Hard (13)
Difficulty. The item will be able to cast as many Magical Blasts
as the enchanter's MOXIE score base dice plus 1D per talent level of
the
enchanter.
The Magical Blast will inflict as much damage as the
enchanter's MOXIE base dice plus
1D
per talent level. |
24 man-hours
to enchant the item, plus 1 man-hour per attack charged into the item. |
An excellent
quality item plus 1 carat weight of semi-precious gemstones per
charge.
Also, the enchanter must have the Magical Blast ability. 1 brownie point
must be spent to create this item. |
| Imbue an
item with Elemental Magic. |
Hard (13)
Difficulty. The item will enable the wielder to cast as many Elemental
Magic spells as the enchanter's MOXIE score base dice plus 1D per
talent
level
of the enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus 1 carat weight of natural gemstones per charge -
aquamarines
for Water Magic, garnets for Fire, opals for Air, topaz for Earth, and
hematite for Lightning. Also, the enchanter must have the Elemental
Magic ability. 1 brownie point must be spent to
create this item. |
| Imbue an
item with Nature Magic. |
Hard (13)
Difficulty. The item will enable the wielder to cast as many Nature
Magic spells as the enchanter's MOXIE score base dice plus 1D per
talent
level
of the enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus a sprig of holly or mistletoe, and a drop of spring
water
per charge. Also, the enchanter must have the Nature Magic
ability. 1 brownie point must be spent to
create this item. |
| Imbue an
item with Illusion Magic. |
Hard (13)
Difficulty. The item will enable the wielder to cast as many Illusion
Magic spells as the enchanter's MOXIE score base dice plus 1D per
talent
level
of the enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus a shard from a silver mirror and a wisp of smoke from
burning a sheet of magician's flash paper per charge. Also, the
enchanter
must have the Illusion Magic ability. 1 brownie point
must be spent to create this item. |
| Imbue an
item with White Magic. |
Hard
(13) Difficulty. The item will enable the wielder to cast as many White
Magic
spells as the enchanter's MOXIE score base dice plus 1D per talent
level of the
enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus 1 carat weight of amethysts per charge. Also, the
enchanter
must have the White Magic ability. 1 brownie point
must be spent to create this item. |
| Imbue an
item with Power Words Magic. |
Hard (13)
Difficulty. The item will enable the wielder to cast as many Power
Word
Magic spells as the enchanter's MOXIE score base dice plus 1D per
talent
level
of the enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus 1 carat weight of tourmalines per charge. Also, the
enchanter
must have the Power Words Magic ability, and can only enable
Power
Words that the enchanter has personally mastered. 1 brownie point
must be spent to create this item. |
| Imbue an
item with Conjuring Magic. |
Hard (13)
Difficulty. The item will enable the wielder to cast as many Sorcery
(Conjuring or Dispelling only) spells as the enchanter's MOXIE score
base dice plus
1D per talent level of the enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus 1 carat weight of tiger eyes per charge. Also, the
enchanter
must have the Sorcery ability. 1 brownie point
must be spent to create this item. |
| Imbue an
item with Black Magic. |
Hard
(13) Difficulty. The item will enable the wielder to cast as many Black
Magic
spells as the enchanter's MOXIE score base dice plus 1D per talent
level of the
enchanter. |
24 man-hours
to enchant the item, plus 1 man-hour per spell charged into the item. |
An excellent
quality item plus 1 carat weight of onyx and a pinch of powdered bones
per charge. Also, the enchanter must have the Black Magic
ability. 1 brownie point must be spent to
create this item. |
Imbue an
item with a Super Talent or Perk from the Odds
and Ends
section. |
Formidable (20)
Difficulty for 3 or 4 point Super Talents or Perks, Very Hard
(16)
for 1 or 2 point Super Talents or Perks. All Super Talents except
Magical Powers may be imbued into an item. Only
those Odds and
Ends which cost points may be enchanted into an item. Failure
to succeed in imbuing an item with a Perk may result in the item
becoming
enchanted with the opposite effect - if applicable - instead of
destroying the item! |
48 man-hours
to enchant an item with a 4 point Super Talent, 24 man-hours to enchant
an item with a 1 or 2 point Super Talent. |
An excellent
quality item plus a flawless diamond or emerald of a minimum 1 carat
weight
for a 3 or 4 point Super Talent or Perk, or a flawless ruby or sapphire
of a minimum 1 carat weight for a 1 or 2 point Super Talent or
Perk.
In addition, the Headmistress may (and should) require other items
related
in some way to the nature of the Talent or Perk. 1 brownie point
must be spent to create an item worth 1 or 2 character points, and 2 brownie points
must be spent to create an item worth 3 or 4 character points. |
| Imbue
an item with the power to raise the wielder's characteristic rank. |
Starting at Hard (13)
difficulty and adding one level of difficulty for each 1 level increase
in a single characteristic rank up to Superior
rank. Items which can improve the wielder's rank beyond Superior add 2 levels of difficulty
per rank. The bonus takes effect only while the item
is being used. |
12 man-hours
per 1 rank increase to a characteristic score. |
An excellent
quality item plus a lump of pure iron for raising BOD scores, a sheaf
of
hand-made parchment for raising BRAINS scores, a lick of flame from
burning
the fat of a fierce predator for raising MOXIE scores, and three hairs
from the head of a person with a LOOKS of Excellent rank or higher for
raising
LOOKS
scores. 1 brownie point must be spent to create this item. |
| Imbue an
item with a permanent magical discipline usable X number of times per
day. |
Formidable (20)
difficulty for an item that can be used once per day forever, Ridiculous
(24)
for three times per day forever, and Impossible (30) for five
times
per
day forever. Only Magical
Blast, Magical
Shield, Elemental
Magic, White
Magic, Sorcery,
and Black Magic
disciplines may be imbued in this way. |
72 man-hours
for an item that can be used once daily, 144 man-hours for an item that
can be used three times daily, and 216 man-hours for an item that can
be
used five times daily. |
A superb quality
item, plus whatever material components are necessary for imbuing an
item
for that particular magical discipline, plus the permanent sacrifice of
1D+3 hit points. 3 brownie points must be spent to
create an item that grants one use a day, 5 brownie points for an item
that grants three uses a day, and 10 brownie points for an item that
grants five uses a day. |
XI.
Alchemy (BRAINS)
The "science" of
creating
magical potions, elixirs, poultices, powders, creams, and other exotic
substances is called alchemy. The rare and exotic ingredients necessary
for an alchemical creation are necessary to hold and store the magic
put
into them over time. An alchemist does not need to know a certain
discipline of magic in order to create something that uses it, but she
does need a reliable recipe for it. Headmistresses should allow
Alchemists
to know 1D/2 recipes per level taken of the talent to start, and should
have to find new recipes through gameplay. Magical
Girls
are not allowed to take Alchemy for any reason.
| Item |
Effects |
Difficulty |
Cost |
| Healing
Potion |
Restores 2D
worth of hit points immediately. |
Average (10)
- it takes 1 hour to concoct this potion. |
$100 in supplies
of rare herbs, spring water from famous sites like Lourdes that are
known
for healing powers, and other exotic materials. |
| Super Healing
Potion |
Restores 3D
worth of hit points immediately, as well as curing any diseases. |
Hard (13) -
it takes 1 hour to concoct this potion. |
$500 in supplies
similar to the Healing Potion. |
| Potion of
Restoration |
Drinking this
potion will refresh the character as if she had a full night's sleep
and
ate a nourishing meal. |
Average (10)
- it takes 2 hours to concoct this potion. |
$500 in supplies
similar to the healing potion. |
| Elixir of
Love |
Drinking this
elixir will cause the victim to fall madly in love with the first
person
of the opposite sex he or she sees. The effects last 1D hours. |
Very Hard (16) -
it takes 4 hours to concoct this elixir. |
$1000 in supplies,
including such things as Extract of Kissing Fish, a swan's feather, a
wolf's
hair, and three drops of a virgin's tears. |
| Invisibility
Potion |
Drinking this
potion will confer the character with Invisibility
for 2D turns per level of the alchemist. |
Hard (13)
- it takes 1 hour to concoct this potion. |
$1000 in supplies
plus exotic materials such as a pinch of shadow, a wisp of smoke, and a
drop of quicksilver. |
| Universal
Antidote |
Drinking this
phial will give a character a saving throw against all poisons as if
they
had a BOD score of 13 (5D). |
Very Hard (16)
- it takes 4 hours to concoct the antidote. |
$5000 in supplies
plus 10 carats of crushed amethysts, an angel's tears, and a drop of
freely
given unicorn blood. |
| Dust of
Shadows |
Contained in
a vial or pouch. Successful creation of the Dust of Shadows will make
1D
uses available to the character. A pinch of dust sprinkled over the
character
will make them appear to be shadows - not invisible, but dark and
insubstantial,
and allows them to move silently. The effects last 1D turns per level
of
the alchemist. |
Very Hard (16)
- it takes 4 hours to concoct the Dust of Shadows. |
$4000 in supplies
plus the distilled Essence
of Darkness, or a piece of a wraith. |
| Essence
of Darkness |
The essence
of darkness is an oil which when spread around on an object or person
creates
a 10' radius of total darkness that no light can pierce. |
Formidable (20)
- it takes 12 hours on a night of the new moon in winter to create the
essence of darkness. |
$2000 in supplies
plus a freshly dyed swatch of indigo wool, three hairs from a black cat
(or from the head of a black-haired catgirl), and a mirror made from
obsidian. |
Hero Potion
|
Drinking
this potion will grant a character an extra 3D worth of hit points and
a BOD rank of Superior.
The effects last for one scene.
|
Formidable (20) - it takes 4 hours
to concoct this potion.
|
$5000
in supplies plus three drops of blood from a warrior who died in the
defense
of innocent life.
|
XII. Wild Card
Magic (also
known as Thaumaturgy) (MOXIE)
A catch-all brand of magic that allows
catgirls
to perform feats of spellcasting that are not covered by the other
twelve
disciplines of Magical Powers or are not part of a discipline
that
the spellslinger has mastered. Magical Girls are not
allowed
to take Wild Card Magic for any reason. Headmistresses
should
assign difficulty levels and other particulars based on what the player
wants to do with Wild Card Magic. Bear in mind that Wild
Card Magic is rather unpredictable, and weird side effects often
accompany
its use. It’s not all that unusual for a catgirl spellslinger
with Wild
Card Magic who wants to be able to fly to do so, just like it isn’t
all that unusual for her to turn bright pink from head to toe while
she’s
doing it. Other weird side effects include funky smells, turning
transparent (not invisible, just see-through), becoming immaterial to
metals
(metals pass right through the body as if it weren’t there, and
vice-versa),
attracting bugs or small animals, or whatever weirdness the
Headmistress
can think of. Mind you, unpleasant side effects don’t always
accompany Wild
Card Magic, they just do when it’s funny.
XIII. Black
Magic (also
called Necromancy) (MOXIE)
Note to players: this magical talent
should not
be usable by characters without the Headmistress' permission.
Black
Magic is the darkest of the dark arts, and is not a talent encouraged
for
play by "heroic" player characters. It is the talent of the villain,
and
the most foul and blackhearted of villains at that.
Black Magic, or Necromancy, is the magical
power
over death and the undead. While there is more in common between
necromancy and white magic than most healers would care to admit,
necromancy
is more concerned with the taking and perversion of life than the
mending
of it. Among other things, Necromancers may animate the dead and
make them their servants, may destroy or dispel the dead servants of
another
necromancer, create golems and undead beings, extend life far beyond
any
natural limits, harm with a simple touch of the hand, or even steal the
very life force and souls of their foes. Since most societies
place
a great sanctity on life, the remains of the dead, and the places where
the dead are interred, necromancers are by their very nature defilers
and
are regarded with utter loathing and contempt by those who are aware of
their profession.
Magical Girls may not
take Black Magic.
| Spell |
Difficulty |
Effects |
Dark Blast
|
The
necromancer may project a bolt of dark magical energy that hits on an
attack roll equal to the MOXIE base dice plus 1D per level of Black
Magic.
|
The
Dark Blast does damage equal to the necromancer's MOXIE base dice, plus 1D for every level of Black
Magic beyond the first. Using the Dark Blast against an Aether
Elemental or Aether Elemental Force will do double
damage. Against an Aether Elemental Shield it will
subtract its damage dice against the save dice of the shield - if the
damage dice are equal to or higher than the shield dice, the shield is
destroyed. The maximum range of a dark blast
is 50 feet for
every 1D of attack roll in the blast. (A blast with a 5D attack roll
has a range of 5 * 50 = 250 feet) |
| Harm |
The necromancer
must touch his victim. In combat, a normal attack roll must be
made
to do this, with any saving throw that matches or beats the attack roll
automatically avoiding contact. For the purposes of avoiding such
a touch, armor does not give any save bonuses. |
The victim
of Harm suffers the necromancer's MOXIE base dice plus 1D per
level
of Black Magic taken in damage. A BOD check made against a target
of 13 will reduce the damage inflicted by half.
|
| Life Drain |
The necromancer
must touch his victim. In combat, a normal attack roll must be
made
to do this, with any saving throw that matches or beats the attack roll
automatically avoiding contact. For the purposes of avoiding such
a touch, armor does not give any save bonuses. |
The victim
of Life Drain will lose either 1 rank in
one
characteristic or 2D of hit points at the necromancer's choice.
If
the necromancer chooses to take hit points, these hit points will be
immediately
added to the necromancer's hit point total, even if it exceeds his
normal
maximum hit points. Any characteristic rank reduced below Hopeless
results in an automatic KO. Characteristic ranks are restored at
the rate of 1D/2 per day. Hit points gained from this power will
last
only through that scene, and any hit points that exceed the normal
maximum
hit point total are lost at the scene change. |
| Soul Drain |
The necromancer
must touch his victim. In combat, a normal attack roll must be
made
to do this, with any saving throw that matches or beats the attack roll
automatically avoiding contact. For the purposes of avoiding such
a touch, armor does not give any save bonuses. The necromancer
must
also have an appropriate vessel prepared to receive the captured soul,
which must be a gemstone, piece of jewelry, or other object of art and
superb craftsmanship made of precious metals and materials worth at
least
$50,000. This vessel must also be within 30 feet of the
necromancer
at the time of the Soul Drain. |
The victim
of a Soul Drain must combine her base dice from all four of her
characteristic scores and roll them in a single saving throw. A
roll
of less than 30 means the character's soul was drained into the vessel
prepared by the necromancer. A roll of 30 or greater, but less
than 40 means that the character retains her soul, but is automatically
KO'd.
A roll of 40 or greater means the character completely resisted the Soul
Drain and suffers no effects. Characters who have completely
resisted a Soul Drain may not be attacked with it by that
particular
necromancer again, unless the necromancer gains another talent level in
Black Magic first. A soul may be returned to the host body within
three days by a necromancer or by a character with White Magic
on
a Formidable (20) difficulty roll - otherwise the original host
body
dies. |
| Extend Life |
The necromancer
must have a victim within his line of sight in order to extend his
life.
The necromancer makes an attack roll using his base MOXIE dice plus 1D
per level of the talent. The victim must then make a BOD save -
no
save bonuses from armor may be added, though magical items and spells
such
as Bless which give general protection against harm may be
included. |
The necromancer
may reverse the effects of aging somewhat by this spell. A
failure
to match or beat the attack roll means the victim is aged 2D years, and
the necromancer is regenerated as if he were that many years
younger.
If the victim makes her save, the necromancer may never use Extend
Life
on that person again. |
| Animate
Dead |
With adequate
preparations (costing $1000 in mundane supplies and taking a hour or
more
to complete) the difficulty is only Average (10).
Substandard
preparations
make animating the dead Hard (13). Animating the dead on
the
fly
is Formidable (20). |
The necromancer
may animate and direct as many of the deceased as his MOXIE base dice
plus
1D per level of Black Magic talent - provided that there are enough
corpses
present for the number rolled. The dead are slow (3" move),
stupid
(BRAINS rank Pathetic), and
not very powerful (BOD rank of Average).
The dead have 2D
of hit points, and are destroyed upon any KO result. The dead
retain
absolutely no vestiges of their former lives - they are merely
grotesque
puppets controlled by the will of the necromancer who animated
them.
The dead remain animated until the necromancer who created them no
longer
desires their assistance, until they are dispelled by another
necromancer,
or for 1D days per level of the necromancer's Black Magic talent. |
| Control
Dead |
Controlling
the Dead is a Contest
of Skills between the necromancer who animated them, and the
necromancer
who is trying to usurp control. Failure means the necromancer trying to
usurp control did not gain control, and may not make another attempt
against
that particular opponent for the rest of that play session. |
Success in
the Contest of Skills means that the necromancer has usurped control
over
the dead and may direct them as he wishes. The necromancer who
animated
them may not attempt to regain control, but may Dispel the Dead
(see below) instead, gaining a bonus of 1D for doing so as the one who
originally animated them. |
| Dispel Dead |
Dispelling
the Dead is a Contest
of Skills between the necromancer who animated them, and the
necromancer
who is trying to dispel them. Failure means the necromancer trying to
dispel
the dead did not succeed, and may not make another attempt against that
particular opponent for the rest of that play session. |
Success in
the Contest of Skills means that all of the dead animated by a
necromancer
within sight of the character immediately return to their inert state,
and may not be animated by any necromancer again. If there are groups
of
animated dead created by more than one necromancer, the one dispelling
them must succeed in a contest of skills against each necromancer to
get
them all. |
| Create Flesh
Golem |
Creation of
a Flesh Golem requires a mass of fresh wet clay equal to at least 200
pounds,
a heart made of lead or iron, $1000 worth of other mundane supplies and
materials, and eight hours of preparation time. The necromancer
must
then make a talent check at Very Hard (16) difficulty. |
A successful
talent check means that a fleshy, roughly humanoid creature will rise
up
from the clay to serve the necromancer that created it. The golem
cannot speak, has no real intelligence, and moves with a plodding gait
of 3" per turn. The golem cannot be affected by anything that
requires
a BRAINS or MOXIE check to save. The BOD rank of the golem is Superior, and
it has 6D of hit points. If the golem is reduced to 0 hit points
or less, it is slain, and returns to the pile of clay from whence it
came.
Another way to destroy a golem is to deface the sygil for 'life' marked
upon its forehead. Attempting to hit such a small target is -6 to
a character's attack roll. Any successful hit that is not saved against
will automatically reduce the golem to 0 hit points and destroy it. |
| Create Stone
Golem |
Creation of
a Stone Golem requires a granite, marble, basalt, or similar hard stone
statue equal to at least 500 pounds, a heart made of solid gold worth
$10,000,
$1000 worth of other mundane supplies and materials, and twelve hours
of
preparation time. The necromancer must then make a talent check
at Formidable (20)
difficulty. |
A successful
talent check means that the statue comes to life to serve the
necromancer
that created it. The golem cannot speak, has no real
intelligence,
and moves with a plodding gait of 3" per turn. The golem cannot
be
affected by anything that requires a BRAINS or MOXIE check to
save.
The BOD rank of the golem is Amazing,
and it has 8D of hit points. The
golem's
natural toughness gives it a bonus of +1D to all saves (for a total of
7D to save) and 1D of damage resistance to all attacks. If the
golem
is reduced to 0 hit points or less, it is slain, and returns to the
pile
of stone from whence it came. Another way to destroy a golem is
to
deface the sygil for 'life' marked upon its forehead. Attempting
to hit such a small target is -6 to a character's attack roll. Any
successful
hit that is not saved against will automatically reduce the golem to 0
hit points and destroy it. |
| Create Iron
Golem |
Creation of
an Iron Golem requires a mass of freshly smelted iron equal to at least
1000 pounds, a heart made of platinum filled with mercury ($20,000),
plus
$1000 worth of other mundane supplies and materials, and sixteen hours
of preparation time. The necromancer must then make a talent
check
at Ridiculous (24) difficulty. |
A successful
talent check means that a roughly humanoid creature will rise up from
the
iron to serve the necromancer that created it. The golem cannot
speak,
has no real intelligence, and moves with a plodding gait of 3" per
turn.
The golem cannot be affected by anything that requires a BRAINS or
MOXIE
check to save. The BOD rank of the golem is Incredible, and it has 10D of hit
points. The golem's natural toughness gives it a bonus of +1D to
all saves (for a total of 8D to save) and 1D of damage resistance to
all
attacks. If the golem is reduced to 0 hit points or less, it is slain,
and returns to the pile of iron from whence it came. Another way
to destroy a golem is to deface the sygil for 'life' marked upon its
forehead.
Attempting to hit such a small target is -6 to a character's attack
roll.
Any successful hit that is not saved against will automatically reduce
the golem to 0 hit points and destroy it. |
| Create Ghoul |
Creation of
a Ghoul is a lengthy process requiring a recently deceased corpse (no
more
than 3 days dead), at least $1,000 in supplies, and 2 hours of
preparation
time. The necromancer must then make a talent check at Formidable
(20)
difficulty. |
A Ghoul is
an undead monster that serves the necromancer's will, and who feeds
upon
the flesh of the recently deceased. Unlike the dead, the ghoul
will
retain some vestige of its former life, and may hesitate to attack a
close
friend or beloved relative from its former life. Regardless of
any
characteristics and talents from its former life, a ghoul is created as
a Thug,
though they must take the extra 10 hit points option at least
once.
Ghouls remain until they are destroyed - brought to zero hit points or
less. Damaged ghouls may not be healed. |
| Create Wraith |
Creation of
a Wraith is a lengthy process requiring at least $10,000 in supplies
and
6 hours of preparation time. The necromancer must then make a
talent
check at Formidable (20) difficulty. |
A Wraith is
a non-corporeal undead monster existing in both the spiritual and
material
worlds simultaneously, and whose spirit has been enslaved by the
necromancer
to do his will. Unlike the dead, the wraith will retain some
vestige
of its former life, and may hesitate to attack a close friend or
beloved
relative from its former life. Wraiths are created as Henchmen,
though they must take the extra 10 hit points option at least
once.
Wraiths remain slaves to their master until they are destroyed -
brought
to zero hit points or less. Damaged wraiths regenerate 1D hit
points
per hour. Wraiths are vulnerable to sunlight and artificial light
sources
of at least 1 million candella, and suffer 1D damage per turn while
exposed. |
| Create Vampire |
Creation of
a Vampire is a lengthy process requiring a living victim (willing or
unwilling,
it does not matter) to become the vampire, at least $50,000 in
supplies,
and 12 hours of preparation time. The necromancer must then make
a talent check at Ridiculous (24) difficulty. Success creates
the
vampire,
failure kills the victim. |
A Vampire is
an undead monster that feeds upon the blood of the living to continue
its
existence. Unlike the dead, a vampire will retain all memories
and
personality from its previous life. Though vampires are slaves to the
necromancer
who created them, many will plot indirectly against their master in
order
to gain their freedom. (A vampire will never directly attack or oppose
its master.) Vampires are created as Bosses,
and creation points should be spent to give them high BOD ranks,
plenty
of hit points, and useful talents like Flight, Shapeshift,
Tough
as Nails, and Invisibility.
Vampires remain servants
to
their master until they are destroyed - brought to zero hit points or
less
- or until their master dies or chooses to release them from
service. Vampires must purchase Lesser Immortality,
and as such can only be harmed by magic and magical weapons, sunlight
(3D
damage per turn of exposure), and by fire. Vampires regenerate
hit
points only through feeding. Vampires must feed upon the blood of
the living at least once a night, taking as many hit points from their
victim(s) as their own maximum hit point scores to slake their thirst.
Insufficient feeding (less than the maximum, but more than 1/2 the hit
points required) confers a 1D penalty to all rolls. No feeding,
or
less than 1/2 the required hit points, confers a 2D penalty.
Vampires
need not kill their victims if they so choose, provided that they do
not
take more in blood (hit points) than is necessary to KO their victim. A
successful bite drains 2D
of blood per turn. Victims killed by a vampire bite do not come
back to life as new vampires. Only a vampire that has killed its
necromancer
master may create new vampires, by draining a victim to -1 hit points,
then permanently sacrificing 2D+3 hit points to give the new vampire
an undead life. |
| Create Lich |
Creation of
a Lich is a lengthy process requiring a living victim (willing or
unwilling,
it does not matter, though most necromancers seek to turn themselves
into liches in order to cheat death), at least $500,000 in
supplies
and rare materials (including a pint of vampire blood), and 24 hours of
preparation time. The necromancer must then make a talent check
at Impossible (30)
difficulty. Success creates the potion that will turn the victim into a
Lich. The would-be Lich must then drink the potion, fail
a
BOD check with a target of 13 in order to 'die', then pass a MOXIE
check
with a target of 16 to transcend death and become a Lich. Passing the
BOD
check means the potion is wasted and the would-be Lich falls comatose
for
1D/2 days before recovering with the permanent loss of 1D/2 ranks to
all four
characteristic
scores. Failure to pass the MOXIE check means succumbing to death
and the instant crumbling away of the body to dust. |
A Lich is an
undead being that retains the memories, personality, talents, and
characteristic
scores of the original character, though the transition process tends
to
age and dessicate the appearance, and will reduce the LOOKS rank by
1D/2.
The only real difference between the character and the Lich they have
become
is that they are no longer subject to aging, disease, or any other of
the
manifold ills of the living. A Lich is also not subject
to
the will of the necromancer that created it. A Lich may only be
destroyed
by reducing its hit points to zero or less, and only magical weapons,
energy
weapons, or weapons which specfically affect the undead will harm
them.
In addition, all Liches gain 20 hit points to whatever hit points they
had in life, and gain an extra 1D to all combat saves. A Lich
will
tend to shun the daylight, which saps its strength and gives it a -1D
penalty
to all rolls when exposed to it. |
A practitioner of Black Magic may also
curse other
characters with effects oppostie of the white magic Bless
spell. Cursing
a characer is done by a simple touch and the recitation of an
appropriate
malediction. Getting your victim to stand still long enough to be
touched is another matter, and any save which matches or beats the
attack
roll to touch them means they escaped contact. Armor grants no
save
bonuses for avoiding contact. The effectiveness of the curse
depends
on how high the black magician can roll with her MOXIE base dice plus
1D
per level of the talent, with the higher the roll the better the
effect.
Only one Curse may be bestowed upon a character at any given
time,
and the curse must be dispelled to remove it before its effects wear
off
with time.
|
Die
Roll
|
Curse Effect
|
Duration
|
|
Less than
8
|
No Effect
|
N/A
|
|
8 to 9
|
-1 to all
saving throws
|
1D turns
|
|
10 to 12
|
-2 to all
saving throws
|
1D turns
|
|
13 to 15
|
-1D to
all saving throws
and
-1 to all
attack rolls
|
1D turns
|
|
16 to 19
|
-2D to
all saving throws
and
-2 to all
attack rolls
|
1D turns
|
|
20 to 23
|
-2D to
all saving throws
and
-1D to
all attack rolls
|
2D turns
|
|
24 or higher
|
-2D to
all saving throws
and
-2D to
all attack rolls
|
3D turns
|
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