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The Mastery of Magic
A compelation of ideas from the Palladium Fantasy Role-Playing Game, Rifts, Through the Glass Darkly and my own disturbed mind.

Since magic, the supernatural and paranormal are commonplace, the element of disbelief in magic is eliminated. Everybody knows magic is real. The problem is that many common people fear magic and the supernatural and consciously want nothing to do with it or turn their forces to other areas. This effectively prevents a vast number of people from ever developing their potential psychic energy in any paranormal way. However, the prevalence of magic makes it much more easy for those who wish to develop magic potential to do so. The energy is all around them, they just need a mentor to teach them how to harness it.

Understasnding Magic
Magic is an energy that can be harnessed, controlled, and manipulated by the mind and force of will. It is a fabulous power that can calm a storm, create a fireball, or open a door to another world. It is a force that, except for Diabolism, Summoning, and Alchemy, requires no physical components (usually) or internal mechanics to use; only the ind and willpower. It seems to be an inexhaustable energy that continually renews itself. A force of nature that can be harnessed by a single individual, human and inhuman alike.
Individual P.P.E.: Every person has some dgree of Potential Psychic Energy (P.P.E.). Adult humans, wolfen, and most mortal beings have comparatively little P.P.E. (usually 2D6 points). The average adult has little of this left because (s)he has unwittingly used it to develop skills, talents, and physical abilities as (s)he grew into adulthood. Consequently, the average child will have 5D6 P.P.E. points, while the average teenager will have more than at any other time in his/her life; typically 6D6+P.E. attribute number! What happens is that the P.P.E. is directed and used up in one way or another. This occures as a person focuses on a particular area of interest, skill or occupation and could explain the concept of "natural talents". A person's focus to develop a particular interest/skill/talent or physical attribute as he or she enters into adolescence is so strong that the potential psychic energy ius channeled and spent on developing that specific area (no better example of this can be given other than the P.C.C. creation rules in Beyond the Supernatural, as characters have to sacrifice P.P.E. points for their powers and abilities).
Practitioners of Magic, regardless of the race or age, have learned to draw upon, nuture, and hold Potential Psychic Energy, becoming living batteries of magical energy! The typical mage, wheather it be an Archanist, Ley Line Walker, Wizard, etc. will have 10 to 40 times more P.P.E. than the average person. This energy can be drawn upon at will, much like psychic characters who draw upon their Inner Strength Power (I.S.P.) to use their psionic powers. In fact, psionics powers are just a different focus of P.P.E. that enables the character to develop psychic powers (as stated in the example above, Beyond the Supernatural is a prime example of this).
Each magic spell, ritual, ward, and circle requires a certain amount of P.P.E. to create or activate it. Each spell description, ward, circle, or special magic power or device will indicate how many P.P.E. points are needed to perform the magic. P.P.E. costs range from as little as one point to several thousand, with 5-50 being the most common. The mage should be able to summon forth his own impressive amount of Potential Psychic Energy to perform most types of magic with relative ease. Only creatures of magic (like faeries and dragons) and certain supernatural beings can perfrm a handful of "natural", magic-like powers without expending P.P.E.
Recovery of P.P.E.:Like psionic I.S.P., the loss of P.P.E is temporary. The rate at which the mage replenishes his P.P.E. is based on two factors, P.E. attribute and level. The equation is simple; divide the mage's P.E. attribute by three (rounding fractions down) and then add the mage's currect level of experiance, the number is the amount of P.P.E. that the mage can recover in an hour of rest or sleep. So a 2nd-level mage with a P.E. of 14 would recover 6 P.P.E. per hour (14 / 3 = 4.66 rounded down to 4, +2 for being 2nd-level = 6 P.P.E./hour). Meditation is a skill known to and practiced by all men of magic. It is used to focus one's concentration and to relax and open oneself to mystic forces. Meditation will double the mage's currect rate of P.P.E. recovery. So the mage mentioned previously that would normally regain 6 P.P.E. per hour of sleep/rest will regain 12 point of P.P.E. per hour of meditation.

Other Sources of P.P.E.
The practicioners of magic have a few options at their disposal in acquiring P.P.E. to use instead of their own or to supplement what they have. These other sources include magical talismans, ancient artifacts, items created by the gods, ley ines, nexus points, and living creatures, including humans.
Drawing P.P.E. from magic talismans and artifacts: There are some magic artifacts that act as portable P.P.E. batteries that store magic energy from which a mage can draw more power. These items are quite uncommon, but immediately recognized by practicioners of magic. In most case, the energy contained in these devices is finite and drained, they remain empty.
Drawing P.P.E. from other living beings is a fairly easy task. As stated previously, all living creatures have a certain amount of P.P.E. and taking it from them does no damage. However, there are certain conditions and limitations.

Learning Spells
It is far easier to learn an already existing incantation than it is to create one from scratch. This is due, in part, to the knowledge that the existing spell is proven to work. It simply adds to the level of conviction and therefore insures the success of the spell. Remember that spells are designed to focus one's concentration to create a magic effect. This is more difficult than one might imagine.
True most mages can learn and cast spells far above their actual experiance level (exceptions to this are most Mystics and other creatures that have spell casting as a natural ability and not something that is learned). This means that a second level mage can cast a tenth level spell, providing he knows the incantation and has the neccesary P.P.E. The trick is learning them.
Spell knowledge is power, thus it is guarded jealously by most mages. Even in friendly and open magic societies, there will be some spells that are guarded secrets, rarely taught; these generally include high powered spells above level nine (such as Annihalate). The easiest spells to find are levels 1-4, followed by 5-7. Beyond this, the secret of magic are just that, secret.
There are a few classes of men of magic that never have to worry about finding and learning spells. These men merely have a new spell "blow" into their minds when they reach a new level of understanding (a new experiance level), and never have to worry about learning the spell let alone trying to track the spell down to learn. These men are all the Mystics, creatures that have spell casting powers as part of their natural abilities, such as demons and most Dragons (see below for a further explaination), Warlocks, Witches, Priests, and any other magic O.C.C. in which the character doesn't "learn" the spells, they merely come to him. These classes would never need to track down a spell, learn a spell, or keep a spellbook. It wouldn't matter if they did anyway because they can't learn beyond their given power level.
Then there are those who don't know spells intuitively, but instead must find, learn, and study their magic to make use of it on a daily basis. O.C.C.s such as Wizards, Ley Line Walkers, Archanists, Mystic Study, Necromancers and anyone who does not automatically "know" spells must track down and find their spells to learn, and then they must study to keep their skills honed. Upon initial study of the spell, it takes one day per spell level to learn (example: in ten days a Wizard could learn 10 1st-level spells, two 5th-level spells, one 10th-level spell, or any combination there of). After learning the spell, the mage can go a number of days equal to his I.Q. score before he has to look at his spell book again, in which case (s)he only has to look over it for a few hours to refresh him/herself with the arcane text. If the mage misses his study date for a spell, then (s)he will start to cast his/her spells at a cumulative -5% penalty per week until (s)he is able to study again (although the chance of failure will never drop below 15%).
Out of the grande scale of men of magic, the Shifter stands out among the rest. Why do you ask? The answer is simple, the Shifter is the only magic O.C.C. (to date) that receives his spells from both sources. For the most part, the Shifter must track down, learn, and study his/her spells as other mages do, but (s)he also has the option of bonding with a supernatural being. Upon doing so, the Shifter is granted six new spells from levels 6-14. These spells are granted to the Shifter by the supernatural being he has bonded with and do not need to be learned and/or studied on a weekly basis. They are seperate from his/her other list of spells.
Dragons for the most part are creatures of magic, they are powerful beings that have the power at their beck and call, living batteries of massive amounts of P.P.E. With a few exceptions. While most Dragons, such as the Great Horned, and the Nightstalker, and even the Lo-Dox dragons all intuitively know magical spells at certain stages in their lives.
The only exception to this rule are the Fire dragons, the Ice dragons, and the Chiang-Ku dragons. These three breeds of dragons do not intuitively know magic spells as they grow in age, they must seek out and find these new magics, as well as study them. Some may veiw this as a hinderance to these three dragons sub-species, but the fact is that through this method, they can learn more spells in a shorter amount of time than their kin and become true masters of the mystic art. Also, the dragons can go three times as long as humans before they have to restudy (I.Q. score X3) and they only suffer a -2% penalty per week to their spell casting abilities (never dropping below 20%).
I.Q. and Spell Levels: (Creator's Note: Many who read this following section may accuse me of stealing more ideas from the Dungeons & Dragons system for spell casters, but the fact is that I often had a problem that a Ley Line Walker with an I.Q. of 10 had the same spell casting proficiencies as a mage with an I.Q. of 19. It made no sense to me. Mages with higher I.Q.s should be rewarded.) How intelligent (or not) a mage is will determine what level of spells he is capable of learning. A mage of any type, be they Mystic, Magus, or Dragon can only learn up to the spell level that is equal to his I.Q. score. So, a mage with an I.Q. of 14 would only be able to learn up to a 14th-level spell with no problem. Also, a mage with an I.Q. of 17 would be able to learn all spells levels 1-15. No matter what, a mage must have an I.Q. of 18 or higher to learn and cast Spells of Legend.
A character may attempt to learn a spell over his normal limit, but there are penalties for trying to learn it. The penalty all depends on how many levels removed the spell is from the character's I.Q. score. For every level differance their is a cumulative -20% that the mage will not be able to learn the spell. So a mage with an I.Q. of 14 trying to learn a 15th-level spell will only have an 80% chance to successfully learn the spell, while a mage with an I.Q. of 11 trying to learn the same spell will have only a 20% chance to learn it!
All the time normally needed to learn a spell is needed when trying to learn a spell of a level higher than normally allowed. The roll to see if a mage has succeeded or not is done at the end of that time. So a the mage with the 11 I.Q. trying to learn the 15th-level spell must spend the normal 15 days in study, and at the end of the that fifteen days make the roll. If a mage fails the roll, then the time was waisted and the spell was not learned.
Once a mage has failed the roll to learn a given spell, then the secrets of that spell are beyond his comprehension and he will never understand it. No further rolls are allowed on the spell again. Note: If a mage fails his learning roll on a spell, it is still possible to learn the ritual of that spell.

P.P.E. and it's Various Effects on Spells and Spellcasting
By altering the spending of P.P.E. on a spell, the mage can alter his/her magic in the following way; change the duration, range, damage/effect of the spell. This represents all men of magic's ability to control the powers at his disposal. It is important to note that only the Men of Magic O.C.C.s and Dragons are able to make use of the following optional spells. Creatures like Demons and Deevils who don't really practice magic, they just know how to use it, can't make use of the following abilities.

Magic Combat
Spells are usually invocations taking the form of a chant or mantra, require minimal Potential Psychic Energy, and can be performed quickly. Casting times of the spells varies with the level of the spell;

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Email: psi_stalker@facehugger.com