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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 PowersMagical 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 Brands1 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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