Everything you wanted to know about P.P.E.

The Essence of Magic

Magic, an inherent and tangible force since time immemorial, operates as a natural energy source known as Potential Psychic Energy (P.P.E.). This mystical essence, also referred to as Mana, Ki, Chi, or Chakra, flows through unseen threads or rivers across the world, forming an intricate web known as the Cosmic Weave.

Ley lines, like cosmic rivers, carry P.P.E., creating paths across the globe. Nexus points, where ley lines intersect, serve as potent hubs of magic. Stones circles, megaliths, and towering standing stones mark these intersections, indicating places of immense power. Dragons, wizards, and beings of magic often claim such locations, constructing structures to harness the mystical energies.

Magic energy is invisible, like a lot of forces of nature. It is also a constant and ever present energy, like electromagnetism. The name makes no real difference. Why Scholars call it "Potential" Psychic Energy is because everybody seems to possess a certain amount of it, yet only a few are able to learn to use that energy in a magical way. Potential Psychic Energy or P.P.E. runs in natural rivers and streams of energy in straight lines across the planet, like an invisible web of mystic energy. These invisible streams are called ley lines. Where two or more ley lines cross over each other is called a ley line nexus point, or energy junction. P.P.E. is strongest at nexus points. Many (but far from all) nexus points and some ley lines have been marked with stone circles, giant totem poles and towering standing stones known as megaliths to indicate a place of power.

Understanding Magic, The Mastery of Magic

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 focus 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, all they need is a mentor.

Step One: Belief

The first step in becoming a practitioner of magic is believing that one can master the knowledge and skill to perform it. The individual must see magic as innate energy, a tool to be used, not feared. It is man, not magic, that uses the energies for good or evil. This must be a 100% conviction. Any nuance of doubt or fear will destroy any chance of learning magic.

Step Two: Mental Discipline

Theoretically, anybody can learn magic; however, it is an extremely difficult process that proves to be impossible for most people. The young student of magic must decide to channel his mystic development toward a particular area of magic. In this book, those areas of focus are the Wizard (spell caster), Diabolist (wards and symbols), Summoner (circles and symbols), and Alchemist (a blend of all "true" magic disciplines). Other forms of magic exist such as those the Necromancer and Illusionist, and countless others have been lost over the passage of time or exist in other dimensions (see Old Ones and Island at the Edge of the World for some of these possibilities). The Mind Mage, Psi-Healer, Warlock, Witch, Druid, Shaman, and some Clergy also draw upon P.P.E. and wield magic, but their powers are not generally a "formal" knowledge or art that can be taught, learned and mastered.

Magic is an energy that can be controlled and manipulated by the humanoid mind and force of will. It is a fabulous power that can calm a storm, create a fire ball, or open a door to another world. It is a force that, except for Diabolism, Summoning and Alchemy, requires no physical components, external casing or internal mechanism to use; only the mind and willpower. It seems to be an inexhaustible energy that continually renews itself. A force of nature that can be harnessed by a single individual, human and inhuman.

Individual P.P.E.: Every person has some degree of Potential Psychic Energy (P.P.E.). Adult humans, wolfen and most mortal beings have comparatively little P.P.E. (2D6 points). The average adult has little of this energy left because he or she has unwittingly used it to develop skills, talents and physical attributes as he/she 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 life; typically 6D6 +P.E. attribute number! What happens is that the P.P.E. energy is directed and used up in one way or another. This occurs as a person focuses on a particular area of interest, skill or occupation and could explain the concept of a "natural talent." 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 is channeled and spent on developing that specific area. Practitioners of magic, regardless of race or age, have learned to draw upon, nurture and hold Potential Psychic Energy, becoming living batteries of magic energy! The typical mage 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 Psionic Inner Strength Points (I.S.P.) to use their psionic powers. In fact, psionic powers are just a different focus of P.P.E. that enables the character to develop psychic powers.

Each magic spell, ritual, ward and circle requires a certain amount of P.P.E. to create or activate. 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. The following table indicates the P.P.E. Costs for most Spell Magic unless specifially stated differently in an individual spell.

Spell LevelPPE Cost
0 (cantrips)1/2
11
22
34
48
516
630
740
850
960
1070
1180
1290
13100
14110
15120
Spells of LegendSee Spell Description

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 Elves to a lessor degree) and certain supernatural beings can perform 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. points is temporary. They will replenish themselves naturally at the rate of five (5) points for every hour of rest or sleep. Meditation is a skill known and practiced by all men of magic. It is used to focus one's concentration and to relax and open oneself to mystic forces. A meditative state will restore expended P.P.E. at a rate of 10 per hour. Meditation will not restore more P.P.E. than the character has expended.

Other Sources of P.P.E. The practitioners 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 lines, ley line 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 practitioners of magic. In most cases, the energy contained in these devices is finite and once 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.
    1. Drawing P.P.E. without one's knowledge. The mage can usually draw on anybody's P.P.E. without their consent or knowledge. The man of magic simply focuses his concentration on the target from which he intends to plunder the magic energy and tries to absorb it. The intended target(s) automatically gets a save versus magic attack and must roll a 12 or higher to save. A successful save means that the mage was not able to draw the energy to him and must try again or abandon the plan. A character's failure to save versus magic attack means that the mage was successful in absorbing some of his P.P.E. — limited to 1D8 points.
      Note: A mage can never absorb more than half of the victim's total P.P.E. without the individual's consent. Also note that P.P.E. can be drawn from animals as well as people (see the animal list in the Psionics Section for the P.P.E. of some typical animals. See Monsters & Animals for a comprehensive list). The spell caster can attempt to simultaneously absorb P.P.E. from several individuals, as many as one person per level of experience. Range: 10 foot (3 m) radius per every level of experience. Stolen P.P.E. returns at the normal rate of five points per hour of sleep.
    2. Drawing P.P.E. from an unwilling subject is almost impossible. Anyone who is aware that a mage wishes to absorb P.P.E. can resist and prevent his energy from being used. It does not matter why the individual resists, whether it's out of fear, hate, anger, dislike, etc., only that he resists is enough. A person who resists/refuses to give his P.P.E. will make a save. If the save is made the mage must look for a more receptive target. A character's failure to save versus magic attack means that the mage was successful in absorbing some of his P.P.E. — limited to 1D4 points. Note: In a combat situation/melee round, all opponents on the defensive are considered to be unwilling subjects. Likewise, the P.P.E. of a frightened animal.
    3. Drawing P.P.E. with a person's knowledge and consent. Having willing donors of P.P.E. is much more effective than stealing it from people. What happens when the person is willingly donating his or her magic energy is that the attempt is an automatic success (no save vs magic attack) and the mage can absorb as much as 70% of that one person's energy! Better yet, several people can link together by holding hands and concentrate on giving their P.P.E., enabling the mage to use 50% from each person simultaneously. However, in order to draw upon more than 10 people simultaneously, a mesmerizing ceremony (that may involve, chanting, prayers, singing, dancing, etc.) is required, as well as a willingness on part of all the participants. This "mass" offering is typically used by the members of fanatical cults, covens, tribes and churches.
    4. Drawing P.P.E. from another practitioner of magic is impossible! These men and women of magic are too attuned to and in control of their magic energies for it to be plundered. Years of training has built in numerous mental defenses. Of course, they can willingly give their P.P.E. or have it taken in a blood sacrifice.
  • Blood Sacrifices! The most terrible method of extracting P.P.E. from a living creature is by killing it. This is where animal and human sacrifices come into play. For reasons unknown to scholars and mages alike, a living being's P.P.E. doubles at the moment of death. An evil mage takes advantage of this by murdering his subject and absorbing all the victim's doubled P.P.E.! Note: Only characters of an evil alignment will consider a blood sacrifice as a means to acquire magic energy. Principled and scrupulous alignments will not even consider animal sacrifices.
  • Drawing ambient energy from ley lines. See the section that follows.
    • Ley Lines, Nexus Points, & P.P.E.: Ley lines are a matrix of natural Potential Psychic Energy that run in straight lines across the globe. The source of the energy is unknown and apparently inexhaustible. At places where several ley lines cross, the energy is at its greatest. These P.P.E. intersections are called ley line nexus points. Men of magic can syphon a fragment of the energy from these lines, especially during certain periods and positions of the moon and stars. The additional magic energy is often only accessible directly at a ley line nexus and must be used while it is available. The P.P.E. cannot be saved and used later. This makes timing a critical factor. Ley lines have the following effects on men of magic (including Wizards, Warlocks, Witches, Psi-Mystics, Diabolists, Summoners, and Clergy, as well as dragons, scarecrows, faerie folk, sphinxes, gods, and other creatures of magic or supernatural beings):
      1. Close proximity to a ley line. Being near a ley line, within two miles (3.2 km), increases the range and duration of spells, wards and circles by 20%.
      2. Being at/on a ley line or a half mile from a nexus point increases the range, duration, and damage of magic spells, wards and circles by 50%. The mage can also draw 10 P.P.E. points from the ambient energy radiating from the ley line and nexus once per melee round (15 seconds). Furthermore, the character's own P.P.E. recovers at the increased rate of 10 P.P.E. per half hour/30 minutes, without meditation!
      3. Being at a ley line nexus point or within 200 feet (61 m) of one doubles the normal range, duration, and damage of magic incantations, wards and circles. The mage also enjoys a bonus of +2 to save vs magic and horror factor, plus his personal spell, ward or circle strength is also increased by +1. The mage can draw an additional 20 P.P.E. points once per melee round. Plus his own P.P.E. recovers at the incredible rate of 20 points per half hour!!
      4. Periods of increased energy at a nexus point. There are periods of time during the day, night or year that the ley line energies surge and increase dramatically at ley line nexus points. During these periods, practitioners of magic at a nexus can work their most amazing magic. The following are the additional amounts of P.P.E. available at specific periods. Note: Other, competing and evil forces may also seek to use a ley line nexus at these peak moments and may not wish to share the mystic energy (or be seen); combat may ensue if someone does not yield to the other and leave. If more than one mage tries to tap into the energy, it will be either equally divided between the two, or the mage who casts his magic first uses the available extra energy before the other can tap it. Furthermore, dimensional anomalies and the manifestation of supernatural beings also increases at these places and times.
        • Midday (noon) and midnight: The mage can draw on an extra 20 P.P.E. points per melee round along ley lines and 40 P.P.E. at a nexus. This bonus energy is available for one minute; from 12:00 to 12:01.
        • Vernal (spring) and Autumnal Equinox: Energy runs high during the daylight hours of the vernal equinox and the nighttime hours of the autumnal equinox. During this time a mage may draw upon 40 P.P.E. points per melee round (15 seconds) at a nexus. This amount doubles to 80 points for one minute at dawn, noon, sunset, and midnight. Note: However, that there is also a 1-15% chance that a Portal or demonic monsters (2D4 lesser demons, devils, elementals, or entities; or 1D4 greater beings) will appear. Roll once at dawn, noon, the setting of the sun, and at midnight.
        • Summer and Winter Solstice: Solstice occurs twice a year, when the sun is farthest from and closest to the planet's equator (on Earth that's June 21st, summer and December 21st, winter, the longest and shortest days of sunlight a year). These two days make the ley line nexus junctions boil with energy! The P.P.E. available during the 24 hour period is the same as the equinox. At the dawn of a solstice, the nexus erupts with energy for a five minute period. During this time, the mage can tap into 300 P.P.E. However, there is a 1-50% chance that a dimensional portal, terrible storm or powerful supernatural/alien creature will appear. Roll once. At sunset, another, although smaller, five minute energy flare erupts. The sorcerer can draw upon 150 P.P.E. points. This time there is a 1-25% chance that a supernatural event will occur; roll once.
        • A Lunar Eclipse happens when the World is in a straight line between the sun and a Otara's largest moon. Otara's 6 other moons are too small to have such an effect. A lunar eclipse occurs once times a year and lasts about an hour and a half. Once per melee round (15 seconds) throughout the 90 minute period, the mage can draw upon 30 P.P.E. points from the nexus, but for one minute, when the lunar eclipse is at its zenith, a practitioner of magic can tap into an extra 400 P.P.E.!
        • A Partial Solar Eclipse occurs when Otara's largest moon passes in front of the sun and the World, but is close enough to the planet that the sun is briefly blocked form sight. This rare solar event happens about once every ten years and lasts for about two to eight minutes (roll 2D4). It has a profound effect on ley line junctions. During the 2-8 minute eclipse, a mage can draw upon 60 P.P.E. points once per melee round (15 seconds) and 800 P.P.E. when the eclipse is at its zenith (one melee round)! Furthermore, during this period of "darkness," necromancers, witches, priests of darkness and evil sorcerers will enjoy the following bonuses: all spell, ward and circle duration, range, and damage are increased by three times, circles that summon dark forces are +20% more likely to be successful (mages can control the forces summoned), and dark mages and priests are +6 to save versus magic and recover P.P.E. at a rate of 30 points a minute! Practitioners of magic not allied to dark forces will see their spells, wards and circles unaffected (no increase in power). There is also a 1-70% likelihood of a gargantuan, dimensional Rift appearing in the sky, unleashing five times as many monsters as during an Equinox or Solstice, or allowing the dead to rise (animated by an evil force) and vampires and/or ghouls and other nocturnal predators to come out during the day (but only for the 2-8 minute period that the sun is covered). Dark gods and alien intelligences are also said to be able to enter the world through such a Portal in space and time. Some clergy even claim that the dreaded Old Ones stir in their slumber.

    Known Places of Magic

    There are about a dozen known places of magic in the world where scores of ley lines intersect to create a nexus point of unusual magnitude. One such "super-nexus" point can be found at the central Citadel of the Mages in the capital Ethereal of Kiadroth. Another exists someplace in the Stygian Mountains in the Kingdom of Myraletch. One at the heart of the Everspan Ocean, one at the Ruins of Miryth Dragkor in Kael, another in the Capital City of Grimvorne in Vron, one in the Isle's of Meashk`Darivwry, one lies centered on the royal palace Cedrea`Teradryn in Teradryn the capital of Arethane, one lies in the Shava Forest of Arethane centered on Avendesora' Tree of Life, one in Shiral`Braillion in Atln`ysse, one in the Fae`Span Sea, and a handful of others are suspected to exist spead across the Oceans.

    Random Ley Line Table: The size and length of ley lines can vary from as little as a mile or two to several hundred miles. The following table will help Game Masters quickly determine the length of a randomly encountered ley line. All ley lines are about a quarter of a mile wide (approximately 1400 feet/426 m). Note: One mile is about 1.6 kilometers.

    01-103D4 miles long.
    11-203D6 miles long.
    21-301D6 miles long.
    31-402D6 miles long.
    41-506D6 miles long.
    51-604D6 miles long.
    61-702D4x10 miles long.
    71-801D6x10 miles long.
    81-903D6x10 miles long.
    91-005D6x10 miles long.

    Return to Arethane