| Cost |
Name |
| 0 |
AK: North Carolina 8- |
| 3 |
Acting 12- |
| 0 |
Climbing 8- |
| 3 |
Concealment 14- |
| 3 |
Conversation 12- |
| 0 |
Deduction 8- |
| 17 |
Force of Will 19- |
| 0 |
Language: English (Idiomatic) |
| 19 |
Magic Research 22- |
| 19 |
Magic Skill 22- |
| 3 |
PS: Photographer 14- |
| 3 |
Paramedics 14- |
| 3 |
Persuasion 12- |
| 15 |
Scholar |
| 0 |
1) KS: Alchemy 14- |
| 0 |
2) KS: Arcane and Occult Lore 14- |
| 0 |
3) KS: Conjuration Magic 14- |
| 0 |
4) KS: Demon Lore 14- |
| 0 |
5) KS: Divination 14- |
| 0 |
6) KS: Evocation Magic 14- |
| 0 |
7) KS: Magic Theory 14- |
| 0 |
8) KS: Magic Theory 14- |
| 0 |
9) KS: Potions 14- |
| 0 |
10) KS: Ritual Magic 14- |
| 0 |
11) KS: Thaumaturgy 14- |
| 3 |
Seduction 12- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
TF: Small Motorized Ground Vehicles |
| 91 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: Warden |
| 1 |
Total Perks Cost |
| Cost |
Name |
| 30 |
Magical Adept (60> AP) |
| 30 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 68 |
Magic Spells: Variable Power Pool (Magic Pool), 60 base + 8 control cost, Requires A Magic Skill Roll To Change The Spell (+0); Magic Aura: 3d6 damage (only affects the environment near the character, randomly occurs unless the character becomes emotional then it always occurs; -1/2); all slots Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) | |
| 0 |
1) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4) (31 Active Points); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), Gestures (-1/4), All Powers Must Cost END (-1/4) Real Cost: 9Notes: The gate to the NeverNever can only be opened by a wizard with at least a Class 7 power level. | 3 |
| 0 |
2)
Accerso Lamna (call
metal): Telekinesis (40 STR); Requires A Force Of Will To Activate The Spell (-3/4), Only Works On Ferrous Metals (-1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17 | 6 |
| 0 |
3)
Perturbo Lamna I: Dispel Ferrous Metal Powers 16d6, One At A Time (+1/4); Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 20 | 6 |
| 0 |
4)
Annullo Lamna: Killing Attack - Ranged 2 1/2d6, Penetrating (+1/2); Only Versus Ferrous Metals (-1), Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 15 | 6 |
| 0 |
5)
Teres Impugno: Energy Blast 12d6; Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17 | 6 |
| 0 |
6)
Mucro Impugno: Killing Attack - Ranged 4d6; Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17 | 6 |
| 0 |
7)
Velox Teres: Energy Blast 8d6, Autofire (5 shots; +1/2); Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17 | 6 |
| 0 |
8)
Velox Mucro: Killing Attack - Ranged 2 1/2d6, Autofire (5 shots; +1/2); Requires A Force Of Will To Activate The Spell (-3/4), OIF (Focus: Various Metal Objects; -1/2), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 17 | 6 |
| 0 |
9)
Adverto Eruptum: Energy Blast 12d6; Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 20 | 6 |
| 0 |
10)
Obvolvo: Entangle 6d6, 6 DEF; Requires Sufficient Supply Of Ferrous Metals Within 10" Of Target (-1), Requires A Force Of Will To Activate The Spell (-3/4), Spell (-1/2), Cannot Penetrate A Magic Circle (-1/2), All Powers Must Cost END (-1/4) Real Cost: 15 | 6 |
| 19 |
Wizard's Staff: Aid 1d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2) plus +1 with Force of Will; OAF (-1) | 0 |
| 15 |
Soul Gaze: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (96 points; +1); Eye Contact Required (-1), Only To Read The 'Soul' (-1), Humans Only (-1/2), Either Party May Break Contact (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4) | 0 |
| 9 |
Wizard's Sight: Detect The True Nature Of Things 14- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2) | 0 |
| 6 |
Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 45 Active Points of single spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +1 with
Teres Impugno Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4) | 0 |
| 5 |
Wizard's Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2) Notes: This power only heals lost body parts and scars and takes a very long time. | 0 |
| 2 |
Wizard's Longevity: Life Support (Longevity: 400 Years) | 0 |
| 124 |
Total Powers Cost |
|