Tarot Cards of Vengeance
Level: Spell of Legend
Range: Depends on the card.
Damage: Varies with card.
Duration: 10 minutes.
Saving Throw: Dodge or as depending on the card.
P.P.E.: 30 P.P.E. to create the deck, 25 if the Trickster Mage has a Tarot Deck with him. This spell will use up the deck completely.
Basically, this spell is Magic Cards of Vengeance, but using the symbolism of the Tarot cards.
The Magician: The symbol of mystic power. P.P.E.: 120. S.D.C./M.D.C.: 50. A.R.: 14. Attacks Per Melee: 4 spell attacks a melee! Bonuses: Spell strength of 16, +4 to strike, +2 to parry and dodge. Attributes of Note: P.S. 6, P.E. 18, M.E. 18, I.Q. 18. Damage: The Magician, drawing upon the symbolism of the Tarot, can draw up to 200 P.P.E. per melee action from ambient sources to cast spells. He knows the following spells: Charismatic Aura, Magic Pigeon, House of Glass, Realm of Chaos, Mindshatter, Curse of Wasting, Invisibility (Superior), Meteor, Call Lightning, Lightning Arc, Fireball, Agony, Warped Space, Ensorcel, and Soultwist. He exists until he has used up 2000 P.P.E. or 2 melee rounds per 3 levels of the spell caster, whichever comes first.
The High Priestess: The symbol of female energy and mystic power. P.P.E.: 120. S.D.C./M.D.C.: 60. A.R.: 11. Attacks Per Melee: 3 spell attacks per melee. Bonuses: Spell strength of 15, +3 to roll with punch/fall/impact. Attributes of Note: I.Q. 24, M.A. 24, M.E. 24. Damage: The Priestess can use all of these spells or psionics as abilities: Clairvoyance, Mute, Telepathy, Mind Block Auto-Defense, Empathic Transmission, Superhuman Endurance, Superhuman Strength, Create Water, Create Steel, Beat Insurmountable Odds, Advanced Telemechanics, and Advanced Sixth Sense.
The Chariot: A mighty warrior. P.P.E.: 200. S.D.C./M.D.C.: 500. A.R.: 18. Attacks Per Melee: 5. Bonuses: +5 to strike, +2 to roll with punch/fall/impact, +4 to parry, +2 to dodge. Attributes of Note: P.S. 24, P.P. 20, P.E. 20, P.B. 15. Damage: The Charioteer and the Chariot are one. The Chariot does ramming damage, 1D4x10 of whatever type the target is plus knockdown. The Charioteer shoots an enchanted bow that does 3D6 damage or slashes with a sword that does 5D6. In addition, the Charioteer can cast the following spells, capable of drawing on 50 P.P.E. per melee round: Realm of Chaos, Call Lightning, Enemy Mind, and Weight of Duty. Every 4 P.P.E. points he draws upon inflicts one damage to him; he has an advanced Life Source.
Death: A grim fighter. P.P.E.: 400. S.D.C./M.D.C.: Indestructible. Use the Invulnerability rules from Heroes Unlimited, but he is immune to suffocation. Attacks Per Melee: 2 of any kind. Bonuses: Spell strength of 16, +2 to strike. Attributes of Note: Spd. 3. Damage: Death either uses a scythe that does 1D4x10 per slice or casts the following spells: Death Bolt, Curse of Wasting, Mock Funeral, Agony, Poison Touch, To Hell & Back, Empathic Transmission, Petrification, Heavy Air, Weight of Duty, Aura of Death, World Bizarre, and Curse of the World Bizarre. He exists for two melee rounds PERIOD.