Wizardry Effects

Wizardry spells adjust other spells or characteristics. The effect is done in multiples of 5 that is to say, you must roll at least 5 on your dice to have any effect. The Characteristic that is adjusted affects must be chosen when the power is purchased. Example A wizard may (with a STR adjusting spell) attack a warrior with his Drain Strength spell. The spell is Level 5, so he rolls his 5D6 and comes up with a total of 17 (and subtract any MgD of the Target). 17 5 is 3 (drop all fractions )....

Spell Casting Categories

There are several different Spell Casting Categories (not nessessarily related to the Effect Type). These Categories will be discussed in other sections and in Atomik Grimoire. To use spells in that category you must specialize in it with your Magic System skill, for instanance, Thaumaturgy(Creation Spells)._ Creation (and Entropy) Spells Elemental (Primal) Spells Knowledge (Wisdom) Spells Mental (Psychic) Spells Movement (Portation) Spells Natural (Shamanic) Spells Necromancy (Spiritual) Spell...

The Philosophers Stone

The ultimate goal of alchemy has always been to find the Lapis Philosophorum, the Philosopher's Stone, even though most practical alchemist have put this quest aside. The Philosopher's Stone would essentially be the perfect catalyst for the transmutation of base metals and pure elements. The principle of creating the Stone is quite simple -- extract all impurities from ordinary matter and recreate it into its pure, perfect form (the Prima Materia). Thus, every thing has its very own...

Talismans

Also called Totems, Talisman are objects with a spirit bound to them (spirit-bound items). This is exactly the same as for familiars however, the spirit is simply bound upon the object, rather than an animal. This is much less desirable for the spirit, as you might imagine, so only lesser elemental spirits and animal spirits should be made into Talismans. Because such lesser spirits are not sentient this posses no problem, but they will not be very powerful. To bind a spirit to an item or...

Scaling Spells

GMs should be very leery about allowing the scaling of spells, as it can be abused and throw the system out of balance. It should only be used if necessary, or if IS it is an integral part of the world's magic system. That said, here is how it works. This Scaling system is a shifted version of the Mekton scaling system, where human-scale is now x1 (instead of x1 10), and this is obviously to reflect the fact that most spells will be cast at the default Human Scale...

The Heretic Sword

A powerful and deadly demonic sword of devastating power. Not only is it enchanted with all the usually sword enchantment spells (Accuracy +2, Damage Increase +2DC, and Penetration), but this broadsword also has Fingers of Decay and Touch of Death enchanted upon it. These spells are only activated when you strike a foe. In addition to damage taken for the sword blow, the target also takes 5DC damage from Touch of Death (bypassing all armor) and the wound instantly festers and rots, inflicting...

Magical Enchantments

To enchant a magical item means to literally burn a pattern of magio-machinery, elemental essence, or etheric circuitry directly into the physical material itself. By doing so, it becomes a circuit able to channel mana energy into pattern, control it, and focus it create a desired effect. In order to enchant an item, the spell caster must know what spell he wishes to enchant (or be able to Conceive it), and be able to Enchant it at some reasonable level of Duration. The spell itself is never...

Physiology Effects

Physiology Effects are usually of the SFX type Life, Death, or Magic, but Telepathy, Biochemical and other SFX forms may work as well. Most spells of this nature will fall under the Physiology (Healing) Spell Category, unless Necromantic in nature. Many 'morphic effects will fall into the Nature Spell category, as they are the classical shamanic shape-shifting powers. Allows a character to become insubstantial and walk through walls and ignore attacks. A character buying this power must choose...

Recalling Old Spells

Once you have successfully Conceived a spell (see Creating New Spells), you can use it again and again, so long has you have written the formulae down, or can recall it from memory. If you must recall an old spell to cast again, make a Intelligence roll (INT + 3D6) vs. the spell's Difficulty to Conceive. If you succeed you can recreate the spell to use again. If you fail then the formulae has slipped your mind. Of course, if you had written it down in a book (or are reading it from a tome or...

An Example Walkthrough

Before you read this walkthrough on creating spells, you might want to study the Spell Effects on the following pages so you have some idea what I might be talking about. To illustrate the Spell Creation system, we will build a generic Lightning Bolt spell. First, we must imagine what we want the Lightning Bolt spell to do. We know it is a Lethal Attack, but we also want it to do extra Stun to shock the victim into unconsciousness. Therefore, this spell's Primary Effect will be Lethal Attack at...

Channeling Mana

Channeling is particular to each unique magic system, but essentially works the same for all. When a spell is cast, mana energy is Channeled from a Source during the ritual to create the spell. Normally, the Source is external (such as from the elemental forces of nature), and is Channeled as part of the spell ritual itself. However, doing this can lengthen the time to cast the spell. In addition to the listed time to cast the spell, the spell caster must spend the necessary time to channel the...

Familiars

There are many different types of familiars -spiritual familiars, elemental familiars, animal familiars, and even demonic familiars. But all familiars share certain things in common. Nearly all are spirits of one form or another, and all reside within the bodies of animals. A familiar is in the service of a magic user, either voluntarily or forcibly, for one reason or another (except for demonic familiars who, in fact control, the magic user). Familiars are highly intelligent begins with...

Holding Spells

By default, when you finish casting a spell it takes effect. This may not always be desired. If you are preparing to go into combat it might be wise to prepare a dozen castings of fireball and healing spells to be invoked later. To store a spell you need to have a Mana Pool to store it in (usually your own) and the spell must be created with a Trigger (see Trigger enhancement) which is usually an invocation word or phrase. If you wish to cast the spell multiple times, use the Reusability...

Special Effects SFX

Special effects (SFX) can let a wizard do more than the basic description suggests, or sometimes can restrict a spell somewhat. For instance, Sonic effects just won't work in a vacuum, but may let you do some extra damage with a sonic effect under water (GM should determine this). They can also give you some idea of how the spell functions, how it looks, and what it does. The special effects of a spell will help define what it is and how it is created, and distinguish one spell from another....

Manastones

Also called Mage Gems, Power Crystals, Power Stones, and any number of more fantastical names (mithium, kyystones, etc.), but manastone is the generic term we shall use. Basically, these are crystals (or stones) that can collect, store, and give out magical energy, acting just like any other Mana Pool. Manastones can be found in nature -- they are simply a product of the magical order of the universe. Manastones are rare, and thus highly expensive. A quest for a legendary manastone of great...

Alchemy Spell Category Guidelines

Alchemy can replicate most spells, however, there are some cases where this does not make since. You may have a potion that has the same effect as Lesser Healing, but there are no potions to cast fireballs As a rule of thumb, elixirs only work on the person using the elixirs. Thus, elixirs that affect others people cannot exist. There are no attack elixirs (but certainly there are protection and defense elixirs), no Summoning elixirs, and so forth. The GM should be the judge of what can...

Mental Effects

All Mental Effects must be of either Telepathic, Magic, or Spiritual. By default, all Mental Effects have a line of sight (LOS) range. This can be extended, as normal. 1. The attacker decides on the appropriate effect desired from the Power. Example I want to Control his mind to follow me into the trap. 2. The attacker casts the spell as normal to make the attack. 3. The Defender rolls to Defend as per Defending Against Magic. If successful, the attacker rolls the DC of the Effect to determine...

Transmutation X

Materials set by GM, based off DV Form A process Effect This alchemical process replicates the effects of X to Y (in Atomik Grimoire) and is perhaps the most common of all alchemical tasks. Please note the Activation Roll which is needed for X to Y. Every Transmutation is a different formula, so there are countless thousands to be found in magical grimoires (and the GM should make Lead to Gold very hard to find). The Duration (1 minute) is restrictive, so there can be different versions of...

Making An Enchanted Item

But there is another kind of enchantment which is used to permanently enchant any spell into an item (such as to create a sword with Fireball enchanted upon, so it becomes a magical sword that can throw fireballs ) When a spell is to be enchanted into an item the Enchant effect must be used with the spell as the Secondary effect (or as a wrapper spell, as is the case with Magical Enchantment X, in Atomik Grimoire). The base cost of the enchantment is equal to the base cost of the spell, and...

Speak Default 0 points

It requires only that you speak or chant the incantation. This can be in your native tongue, or in any language you desire. The spell is simply thought and it comes to be. No speaking is required. This is powerful, and atypical of most systems, which is why it costs so much. You must make a series of complex hand gestures. If your hands are bound, you cannot perform the The incantation must be spoken in a specific language from which all spells were originally...

Multiplier Modifiers

Some modifiers multiply the Cost or DV by a percentile. All percentiles should be applied last the exception being those Effects or Modifiers which specifically dictates that it must be added last . It is best to add together all the percentiles and then compute the final cost all at once. Any modifiers which list Cost as a multiple i.e., x50 can simply be converted to percentile 5000 for x50 . For example, if you take a Duration of 5 minutes 200 Final Cost and Stun Only -50 Final Cost , then...

Magic and Psionics

It is possible, though not advisable, to incorporate a Mental Powers plug-in such as Atomik Psioniks along side Atomik Magick in a campaign. The new edition of Atomik Magick allows for mental abilities to be simulated by magical powers see Psychic Magic under New Magic Systems . However, if in your game world mental powers indeed follow completely different laws of nature than magic, it is certainly viable to use both systems Magick and Psioniks . Remember, they are not balanced against each...

Atomik Magick 2nd Edition

This is a Fuzion plug-in for adding Ift magic systems and fantastical spells to fU conceivably any Fuzion Powered game. Primarily, magic and spell-casting will only be found in spectacular fantasy worlds, but there is no reason why magic can't find its way into a modern or dark modern campaign. Magic may even have a place in futuristic or space opera campaigns. Magic defies the boundaries of that which we know by science, and there are as many magic systems as there have been peoples, cultures,...

Mana Rating Dial

By default, the Time Unit for your Mana Rating above should be in Hours. This is for an average fantasy world such as one modeled after D amp D where magic users are common and powerful . However, more typical fantasy settings, such as what you find in novels or movies, should be less. In a superheroic magic setting such as in Anime Fantasy , mages may be able to cast even earth-shattering spells very quickly. MR is measured in minutes that is, with MR 5 you recharge 5 MP in one minute . This...