Hazel

Spell-Slinging Enchantment-Wielding Broom-Riding WITCH!

Description:

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Character Information

True Name: Lashe’evadne Sycorax-Circe Griselda Duchesne
Alias: Hazel
O.C.C.: NB Sorcerer
R.C.C.: Nightbane
Alignment: Principled
XP: 44,050
Level: 6
Height: 5’6"
Weight: 118 lbs
Gender: Female
Age: 21
Currently Employed: Brisby Flats, Saratoba District, Zone Red

Facade Stats and Bonuses:

I.Q.: 10
M.E.: 26 ( + 6 vs psionics / + 9 vs insanity)
M.A.: 12
P.S.: 10 ( + 2 Gymnastics @ lvl 6)
P.P.: 22 ( + 3 to strike, parry, and dodge) ( + 1 Gymnastics @ lvl 6)
P.E.: 15 ( + 2 Gymnastics @ lvl 6)
P.B.: 11
Spd.: 18 ( 13 mph or 54 ft / action @ 5 actions or 18 yds / action @ 5 actions)
H.P.: 20 + 3 @ lvl 2, + 1 @ lvl 3, + 6 @ lvl 4, + 5 @ lvl 5 = 35, + 3 @ lvl 6 = 38 H.P.
S.D.C.: 64 ( + 2d6 (7) Gymnastics @ lvl 6) = 71 S.D.C.
P.P.E.: 229 + 2d6+6 (8) @ lvl 2 = 237 + (12) @ lvl 3 = 249 MINUS 15 P.P.E. for purchasing (2) talents below = 234 + (14) @ lvl 4 = 248 P.P.E. + (11) @ lvl 5 = 259 P.P.E. MINUS 30 P.P.E. for purchasing (2) talents below = 229 P.P.E. + (16) @ lvl 6 = 245 P.P.E.
I.S.P.: 0
A.P.M.: 5
H.F.: 0

Personality Archetype (Rifter #41 p.19) – Youth: Inexperienced, naive, gullible, or easily frightened, these are the traits of the Youth archetype. Despite the implication of its name, the Youth can be of any age and background, it is simply enough that they be innocent of the nature of the world around them. childishness does not mean stupidity, though, and some times characters of this archetype are very knowledgeable, though they are at a loss as to how or why that might be important to others. Youths often seek to please the more experienced characters around them and often seek out teachers to help them correct their deficiencies in understanding. Any character with the Youth archetype will eventually evolve into another character persona given enough time and experience “out in the world,” so the characterization of this archetype is transitory at best.

Callow Youth: The inexperience of younger characters tends to take on a life of its own when embodied by the Callow Youth. These characters tend to fall into situations that might otherwise be avoided by older, more experienced characters. While this can prove irritating for other characters, often times the Callow Youth’s blunders open up new avenues of information and provide unlooked-for insight into a problem. Most characters who start with this archetype eventually evolve into another archetype. One of the most easily recognized Callow Youths is the character of Taran from the novels by Lloyd Alexander (personally, I would use the young Harry Potter or young Bilbo Baggins as models for this archetype — but only in their youngest incarnations. As the Youth archetype each grows and evolves into its own distinct personality given enough experience and time).

Transition with age / experience to Scholar: Know-it-alls and Savants form the bulk of the scholarly inclined personality. Information is power and those who know the most can be among the richest and most diverse characters in any game. There is a tipping point though when a character goes beyond simply seeking new knowledge and actively obsesses over the acquisition of such. The devotion to even the most obscure facets of knowledge sets the Scholar apart from the character who just happens to be knowledgeable. There is a certain amount of perspicacity that goes along with this archetype as well as a specialization that most folks consider strange. When you ask a Scholar about a subject he or she knows well figure you are going to be listening to the response for a while.

Explorer: To go where none have gone before is the creed of the Explorer personality. Naturally curious and eager to experience new and different things the Explorer seeks experience for many different reasons. Chief among these reasons is the attainment of knowledge, however, many times the Explorer simply enjoys the thrill of discovery. Where there are empty places on a map there will be Explorers to seek them out and define them. But it is not only the physical knowledge that Explorers seek. Many Explorers are dedicated to thrill seeking and others simply explore the boundaries of their own personal abilities. Indiana Jones, Admiral Robert Peary, Dr. David Livingstone, and Sir Henry Morton Stanley are examples of great Explorers both fictional and real.

Random Character Details Table (NBSG p.50):

1) 21 years old
2) Female
3) Becoming witnessed at school by 2d4+4 random people – sorry, you’re out of luck. The NSB knows who you are and you’re on their Most Wanted List. Your life as you knew it is gone. You must leave and start a new life elsewhere. Why not Century Station?
4) Natural Affinity for Magic – Lore: Magic and (1) Lore skill of choice and both get + 10% bonus, + 1 perception, + 2d6 P.P.E., + 1 vs Magic)
5) Uncertain What He Is – Wishes he was human but is afraid he might be something else, loyalties are torn between human and NB / super-humans 50/50
6) Nice – disposition is friendly, courteous, and hospitable. Cares about his teammates and their mission.
7) Prejudices and Paranoia – The authorities / NSB / Men in Black / Hollow Men
8) Outlook on the Hidden War (not applicable but I’ll amend this if it ever becomes appropriate)
9) Optional NB Insanity Table: Recluse – Tends to keep secrets, prefers to be alone, acts cool and aloof and doesn’t like or trust strangers, fiercely loyal to those who are his trusted friends / teammates

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Morphus Form

Living Myth: Roll 1x on the Fantasy table, 1x on the Extraterrestrial, and 1x on the Angelic or Infernal table

Fantasy Table: Wizard Robes
The Morphus is the classic wizard complete with tall, pointed hat and hooded robe. The robe is made of rich fabric and decorated in colorful magic symbols, runes, gemstones, and inscriptions along the edges of the sleeves, hem, collar, and hood. The hat is similarly decorated. There is no mistaking the occult nature of the garment.
Bonuses: + 3d6 S.D.C., + 1 spell strength, + 3d6 P.P.E., + 1 vs Magic, + 2 vs Possession, + 1 H.F.
Penalties: Speed – 10%, – 5% all physical skills

Extraterrestrial: B-Movie Alien
The Morphus is a hot babe with a body and face to die for; may have feline features and usually scantily clad.
Bonuses: + 2d4x10 + 12 S.D.C., + 1d4 I.Q., + 1d4 M.E., + 1d6 P.S., + 2 P.E., + 3 damage, + 2 Perception, + 1d4 H.F., Penalties – 1d4 M.A., – 1d4. P.B.

Infernal Table: Mask of Darkness
The Morphus appears mostly human only the face appears to be covered with what appears to be a strange and exotic or elaborate mask. The body is covered in black, dark gray, or blood red patterns that wrap around the arms, leg, and torso. The mask is often leather and demonic or monstrous in appearance with horns, spikes, fins, or ribbing. It might also be made of feathers, strips of cloth, or porcelain. The mask conceals the character’s identity and cannot be removed. Inscribed on the character’s chest or back as well as the shoulders or forearms is a strange symbol which the character believes “marks” her as an agent of destruction or a Death-bringer to the Nightlords.
Bonuses: + 2d6x10 S.D.C., + 2d6 P.P.E. / lvl, + 1 all saves, attacks vs Nightlords / Nightprinces / demons inflict 50% more damage
Penalties – 2 M.A., impossible to disguise / covert ops

Morphus Stats and Bonuses:

I.Q.: 13
M.E.: 30 ( + 8 vs psionics / + 13 vs insanity)
M.A.: 7
P.S.: 28 (RP-2d6, FSP-4d6, PP-1d4x10 (2apm) + 13 PS damage, + 3 to Hand-to-Hand damage) ( + 2 Gymnastics @ lvl 6)
P.P.: 28 ( + 6 to strike, parry, and dodge) ( + 1 Gymnastics @ lvl 6)
P.E.: 28 ( + 5 vs magic / poison) ( + 2 Gymnastics @ lvl 6)
P.B.: 12
Spd.: 26 (18 mph or 76 ft / action @ 5 actions or 26 yds / action @ 5 actions)
H.P.: 55 + (2d6 / lvl) 4 @ lvl 2, + 11 @ lvl 3, + 9 @ lvl 4, + 10 @ lvl 5, + 6 @ lvl 6 = 95 H.P.
S.D.C.: 202 ( + 2d6 (7) Gymnastics @ lvl 6) = 209 S.D.C.
P.P.E.: 259 + (2d6 + 6 / lvl facade, 2d6 morphus – see facade stats above) @ lvl 2 = 281 + (18) @ lvl 3 = 299 – MINUS 15 P.P.E. for purchasing (2) talents below = 284 + (21) @ lvl 4 = 305 P.P.E., + (20) @ lvl 5 = 325 P.P.E. MINUS 30 P.P.E. for purchasing (2) talents below = 295 P.P.E., + (28) @ lvl 6 = 323 P.P.E.
I.S.P.: 0
A.P.M.: 6
H.F.: 11

BONUSES WILL BE MITIGATED BY NBSG GUIDELINES
NBSG GUIDELINES AFFECTED Morphus combat bonuses greater than 6 are divided by HALF
NBSG GUIDELINES AFFECTED Morphus attribute bonuses greater than 6 are divided by HALF

Saving Throws

  • VS Perception – ( + 4) ( + 1 @ lvl 3, 9, and 15)
  • VS Magic need 12 + spell strength – Facade ( + 3), Morphus ( + 12)
  • VS Magic (Ritual) need 16 – Facade (0), Morphus (0)
  • VS Psionics need 10 / 12 / 16 – Facade ( + 6), Morphus ( + 11)
  • VS Insanity – Facade ( + 9), Morphus ( + 13)
  • VS Poison (Lethal) need 14 – Facade (0), Morphus ( + 5)
  • VS Poison (Non-Lethal) need 16 – Facade (0), Morphus ( + 5)
  • VS Coma / Death need VARIES – Facade (0), Morphus ( + 42%)
  • VS Horror Factor need VARIES – Facade ( + 3), Morphus ( + 5)
  • VS Disease need 14 – Facade ( + 1), Morphus ( + 3)
  • VS Curses need 15 – Facade (0), Morphus (0)
  • VS Harmful Drugs – none??
  • VS Possession need ??? – Facade ( + 2), Morphus ( + 2)
  • VS Acid need ??? – Dodge Only!

Combat Bonuses

  • Spell Strength @ lvl 1 – ( + 1, + 1 @ lvl 4, + 1 @ lvl 6) = 15
  • A.P.M. – Facade (5), Morphus (6)
  • Initiative – Facade (0), Morphus ( + 1)
  • Strike – Facade ( + 3), Morphus ( + 11)
  • Parry – Facade ( + 3), Morphus ( + 12)
  • Dodge - Facade ( + 3), Morphus ( + 9)
  • Auto-Dodge – Facade (N / A), Morphus (N / A)
  • Disarm – Facade (0), Morphus (0)
  • Entangle – Facade (0), Morphus (0)
  • Pull – Facade ( + 2), Morphus ( + 7)
  • Roll – Facade ( + 3), Morphus ( + 11)
  • Critical – Natural 18, 19, 20 @ lvl 6 – Morphus only
  • HtH Damage – Facade ( + 0), Morphus ( + 4d6 + 16)
  • Jump Kick (learned @ lvl 5 – Morphus only)
  • Entangle (learned @ lvl 5 – Morphus only)

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Nightbane Sorcerer O.C.C.

Experience Table
0 – 2,600
2,601 – 5,000
5,001 – 10,000
10,001 – 20,000
20,001 – 30,000
30,001 – 50,000
50,001 – 80,000
80,001 – 120,000
120,001 – 170,000
170,001 – 230,000
230,001 – 300,000
300,001 – 380,000
380,001 – 470,000
470,001 – 600,000
600,001 – 800,000

Attribute Requirements: I.Q. 12 and M.E. 12

1) Understand the Principles of Magic: 70% + 2% / lvl

2) Sense Ley Lines and Nexus Points: Range: LOS / 1 mile.

3) Initial Spell Knowledge: (3) spells from each level 1-4, + 1 spell / lvl (equal to his level)

4) Additional spells may be purchased or learned at any time

5) Magic Bonuses: + 3 vs Magic, + 2 vs Poss, + 2 vs HF

6) P.P.E. Base: 3d6x10 + 20 + P.E. + (2d6 + 6 / lvl)

7) Nightbane R.C.C. natural abilities

Nightbane RCC abilities:

The Becoming – takes 1 full melee round unless a save vs M.E. is made (12 or better), add PLUS 1 to save per level PLUS M.E. bonuses – @ lvl 2, + 1, @ lvl 3, + 2, @ lvl 4 + 3, @ lvl 5 +4, @ lvl 6 + 5

Supernatural Senses – Nightvision 200ft in Façade, 500ft in Morphus, can sense other NB 300ft PLUS 30ft / lvl within line of sight will automatically know, not within line of sight and can roll perception to determine, presence, distance, and direction

Regeneration – 10 S.D.C. / H.P. per round

Mirror Walk – while in Morphus can use mirrors to cross into and out of Nightlands if the mirror has a corresponding mirror on the other side. Has a H.F. of 12, costs 2 P.P.E., takes one round, can carry up to 100 lbs with him, can take other people at the cost of 1 P.P.E. per 2 lbs

Immune to all forms of mind control including vampire’s mind control and slow killing bite, spells, psionics, etc.

Immune to all transformations

8) Talents: gains (1) Talent at 1st level and NO NEW TALENTS at later levels. Talents can be “purchased” with permanent expenditure of P.P.E. at any time provided the minimum requirements are met.

O.C.C. Skills:

Principles of Magic (70% + 2%) (automatic @ lvl 1 as Sorceror O.C.C.) = 82%
Literacy: English (98%)
Math: Basic ( + 25%) (45% + 5% / lvl) = 99%
Computer Operation ( + 10%) (40% + 5% / lvl) = 80%
Research ( + 20%) ( + 10% from Sorc. Prof.) (50% + 5% / lvl) = 98%
Lore: Demons and Monsters (2 Lore of choice) ( + 15%) (35% + 5% / lvl) = 80%
Lore: Geomancy or Lines of Power (2 Lore of choice) ( + 15%) (30% + 5% / lvl) = 75%
Lore: Magic ( + 10% from NBSG RCDetails) ( + 10%) (35% + 5% / lvl) = 85%
Lore: Religion ( + 10% from NBSG RCDetails) ( + 10%) (35% + 5% / lvl) = 85%
Language: Demogogian (2 Language of choice) ( + 15%) (50% + 5% / lvl) = 95%
Language: Dragonese (2 Language of choice) ( + 15%) (50% + 5% / lvl) = 95%
Computer Programming (1 Technical of choice) ( + 10%) (30% + 5% / lvl) = 70%

O.C.C. Related Skills (8) but (2) must be from Science:

Science: Any ( + 10%), Technical: Any ( + 10%), Communications: Any ( + 5%), Domestic: Any ( + 10%), Medical: Any ( + 5%), Pilot: Any ( + 5%), Rogue: NONE, Military: NONE, Electrical: Any, Physical: Any, Mechanical: Any, Pilot Related: Any, Espionage: Intelligence and Wilderness Survival ONLY, W.P.: Any, Wilderness: Any

Electronics: Basic ( + 10%) (30% + 5% / lvl) = 70%
*Astronomy (Science)
( + 10%) (25% + 5% / lvl) = 65%
Math: Advanced (Science) ( + 10%) (45% + 5% / lvl) = 85%
Boxing
Cryptography (Communications) ( + 5%) (25% + 5% / lvl) = 60%
*Paramedic
( + 5%) (40% + 5% / lvl) = 75%
Computer Hacking (30% + 5% / lvl) = 60%
Pilot: Motorcycle ( + 5%) (60% + 4%) = 90%
W.P.: Automatic Pistol (taken @ lvl 3, current lvl 4) = + 4 aimed, + 2 burst, + 1 strike every 3 levels
Pilot: Hover Craft ( + 5%) (50% + 5%) (taken @ lvl 3, current lvl 4) = 70%
(NEW @ lvl 6) Gymnastics:
Sense of Balance – 50% + 5% / lvl = 50%
Work Parallel Bars & Rings – 60% + 3% / lvl = 60%
Climb Rope – 70% + 2% / lvl = 70%
Back Flip – 70% + 5% / lvl = 70%
25% base climb ability or adds 7% to skill
30 % base prowl ability or adds 5% to skill
+ 2 roll with punch, fall, impact
+ 2 P.S.
+ 1 P.P.
+ 2 P.E.
+ 2d6 S.D.C.

Secondary Skills (4):

W.P.: Targeting (taken @ lvl 1, current lvl 6) = + 1 parry, + 120ft effective range, + 3 strike
Prowl (25% + 5% / lvl) = 55%, + 5% from Gymnastics @ lvl 6
Running

Sorcerous Proficiency: Mystical Lineage (counts as a secondary skill and requires (1) limitation / weakness) -

Traditions around the world where magical abilities are inherited whether a family gift or a curse. Entire families may share some mystical inheritance. Perhaps the character belongs to one of these families. The character benefits from generations of research, personal journals, theories, observations, and books (and possibly the advice, aid, or even meddling of other family members who may provide information, suggestions, assistance and in emergencies, aid. They have their own lives to lead however and are not the character’s servants. Moreover, they will expect the character to help them if they are in trouble.) Bonuses: + 10% to Research skill, + 10% in figuring out existing magic or creating new or variant magic spells.

Sorcerous Limitations / Weakness:

Wild Magic – The character’s spells and magics work…but not always as expected. There is usually (not always but 8 times out of 10) something inexplicable, unpredictable, or inconvenient about the character’s spells. The duration might elapse before it should or there’s some weird backlash. Perhaps a Negate Poison spell makes the victim vomit up the poison rather than simply cancelling its effects inside the body. Perhaps a target affected by a Fear spell acts unexpectedly (shrieking prophecies in a foreign tongue as he flees). A Fireball spell might send a backlash of ash or sparks that inflicts minor damage to the spell caster. A Heal Wounds spell might leave weird purple scars. Call Night Lord might call the wrong Lord or allow him to bring friends with him.

What is going on? Maybe the character hasn’t quite mastered the mental disciplines required to perfectly cast spells or his training is irreparably flawed. Or perhaps some outside force (in the Nightlands?) is deliberately sabotaging his magics. In the latter case let the G.M. decide exactly who is doing this and why.

Standard Equipment: a small occult library, personal computer, and other useful items as noted below:

Inventory: PDA miniature personal computer / tablet, “smart” cell phone with camera, motorcycle, occult / mystic robes, candles, chalk, personal home computer with server, firewall, and all the I.T. accessories (full HD color scanner, printer, 3-D printer, matter compiler, etc.), (2) pairs of handcuffs, pocket flashlight, backpack, duffel bag, binoculars,

Souped-up MAD MAX MOTO-BIKE!!! – top speed 450mph, cruising speed 145mph, (4) rocket launch tubes – (2) on each side, external fuel tank, smoke screen, anti-theft alarm system, theft-proff locks, (2) portable tool kits

  • suits of super-slick cycle armor* – Only the best for Hazel! The suits provide maximum mobility and decent protection.

“TI 0.50 ACE” Automatic Pistol (Century Station p.68) – Triton Industries .50 caliber ACE is a .45 caliber or 9mm pistol that has been modified to do 6d6 damage. Cost: Base price of a normal .45 or 9mm + $1000.

Mirror Mirror in the Mail – a preposterously plain and unremarkable mirror.

BOOKS!!!! or Hazel’s Library
Hazel’s Diary
Quoniam in Statera – a book on the classical elements Hazel procures from her father.
A mystical book bound in human skin – a spellbook found in the Zerhico Wax Museum
Die Noten von Kafka – (Nightbane Survival Guide, page 34)
The Books of Night – (Nightlands, page 10)
Each book, if referenced, will count as using one of these skills, but they may not be exactly suitable to carry around. Kafka’s Notes counts as Lore: Nightbane at a flat 50% chance, or a +10% to the skill when referencing the book and using the character’s skill. The Nightlands books count as Lore: Nightlands at a flat 65% chance, or a +12% to the user’s skill when referencing the book
Charlie Kane Journals – 5 books chronicling his adventures with his mentor
Secrets of the Nazcan Line-Makers – Charlie Kane manuscript

Money: $9,200 in cash (includes bonus 6k from OP contribution), $6,000 in life savings + $400 / month

TALENTS:

Lightning Rider – NB becomes a being of pure electrical energy. Unless a great deal of P.P.E. is spent it does not inflict damage. While in electrical form the NB can travel through conductive materials at incredible speeds. Spd 8 unless in a conductive material. A character with computer operations can understand the information super-highway and hitch rides on modem calls. Usable by Morphus only. Costs 15 P.P.E. to acquire permanently, 10 P.P.E. to activate per minute, 1d6 S.D.C. per 5 P.P.E. per attack, 8 points of damage will fry most electronics.

Reshape Facade (Acquired @ lvl 3 for 12 P.P.E.) – Temporarily alter the shape of the Facade changing features, hair color, and even size. The more extensive the change the more P.P.E. it will cost. Imitating a particular person is possible but very difficult to get right (20% + I.Q. bonus + 3% / lvl). Usable by Facade only. Not available until 3rd level. Cost: 12 P.P.E. to acquire permanently, 6 P.P.E. to activate, + 4 P.P.E. per additional hour the disguise is active.

See Truth (Acquired @ lvl 3 for 3 P.P.E.) – Each time the power is activated the NB will be able to see the true nature of one person or object. For other NB, see target’s true Facade and Morphus forms. The alignment of the target can also be seen (applicable to humans and NB – in the latter case this counts as a separate use of the talent). Furthermore, it reveals strong magical emanations, undead, vampires, serious illness, strong emotions (hatred when the person is smiling or being nice, etc.), all considered aspects of the soul or personality of the target. Target saves vs Magic to resist revealing the truth. The NB can increase the difficulty of the save by expending more P.P.E. – every + 4 P.P.E. increases the number needed to save by + 1. Maximum of 18 to save. Limitations: Range – 300ft / line of sight. Cost: 3 P.P.E. to acquire permanently, 2 P.P.E. to activate, 4 P.P.E. to increase save by + 1.

Severance (Acquired @ lvl 5 for 15 P.P.E.) – The Nightbane is able to temporarily shut down his supernatural aura making himself undetectable to other Nightbane, psychics, mages, and supernatural creatures who can sense and track the supernatural aura of Nightbane and other paranormal beings. It can prevent detection by Hounds, Hunters, Great Hounds, and Soul Trackers as well as defeat the “Sense Nightbane” ability inherent in other Nightbane. Furthermore it makes the character’s aura appear to be that of an ordinary human.

However using the Severance talent comes at a cost. As long as the Severance is in place and the supernatural aura is suppressed the Nightbane cannot use any of his other talents nor cast any magic. Furthermore, the Nightbane feels cut-off from the metaphysical world and the sensation of alienation can be unsettling particularly for Mystics who feel most attuned to the supernatural world. Limitations: Not available until 4th level. Range: Self only. Duration: 1min / lvl. Costs 15 P.P.E. to acquire permanently, 10 P.P.E. to activate

Doorway (Acquired @ lvl 5 for 15 P.P.E.) – Creates a door of dark energy that leads to a specific location desired by the creator of it. Takes 1 melee round of concentration. Range: a location up to 1 mile away per (2) P.P.E. spent. The Nightbane must have been to the destination at least once in his life or have line of sight. Limitations: Usable by Morphus only. Not available until 5th level. Costs 15 P.P.E. to permanently acquire and a minimum of 2 P.P.E. to activate. This power can also open a doorway to the Nightlands or back but this ability costs (40) P.P.E. + 5 P.P.E. per mile.

Spells (level 1)

Decipher Magic (4 P.P.E.) – 2min / lvl, no save, enable caster to decipher / read any magic scroll, text, inscription, book that uses magic symbols at 94% proficiency,

See Invisible (4 P.P.E.) – 200ft, 1min / lvl, see anything invisible, supernatural, naturally invisible, ghosts, entities, elementals, astral bodies, etc.

Sense Evil (2 P.P.E.) – 90ft radius, 2min / lvl, does not work against mind block or protection from magic circle, senses supernatural evil, how many presences (1, a few (2-6), several (7-14), or many (15 or more)), sense the intensity and pinpoint general location to a specific room, possessed object or person, or approximate distance (very close, near, far, etc.), evil emanations from humans and mortals cannot be sensed unless they have an immediate and intense evil intention

See Aura (2 P.P.E.) – 100ft, 1 melee, no save, mind block will block presence of psionic abilities, P.P.E., and possession, all things organic and inorganic have an aura, estimate general level of XP (low 1-3, medium 4-7, high 8 and up), presence of magic, presence of psychic abilities, high or low base P.P.E., presence of a possessing entity, presence of a serious illness, presence of unusual aberration which will indicate mutation, superpowers, alien, or supernatural, doesn’t reveal alignment

Sense Magic (4 P.P.E.) learned @ level 2 – 120ft diameter, 2 mins / lvl, no save, like a Geiger Counter the individual can sense or feel the presence of magic of any kind, lets the caster know whether a person or object in range is enchanted, under a magic spell, or in the process of invoking magic. Practitioners of magic and most supernatural beings do not actually register as magic except when they are actively casting a spell or using magic. Psychic powers and manipulation cannot be detected with this spell.

Blinding Flash (1 P.P.E.) researched @ level 2 – 10ft radius up to 60ft away, instant, std save, sudden burst of intense white light blinding everyone in its radius, blind lasts 1d4 melee rounds, -5s, -10p,d, 50% chance to fall every 10ft traveled, does NOT affect bionic or cybernetic eyes

Cloud of Smoke (2 P.P.E.) researched @ level 2 – up to 90ft away, lasts 4 melee rounds / lvl, no save, MAX size 30′×30′×30′, victims caught in the cloud will be unable to see anything beyond it and their vision is impaired, they can see no more than 3ft in front of them and those images are only blurry shapes unless under 1ft away, victims are -5s,p,d while inside the cloud

Create Fog (5 P.P.E. – DOUBLE for Hazel) learned from Arctic Hellfire @ level 5 – up to 60ft away / lvl, no save, lasts 5 min / lvl, fog covers 100ft radius / lvl, it’s so thick that a person can’t see clearly beyond 6ft, between 7-20ft people and animals appear featureless shadowy figures, trees, buildings are blurry gray shapes, anything beyond 20ft is totally obscured. Anything inside fog is -2 init, -2s,p,d, 1/2spd

Death Trance – HU2
Globe of Daylight – HU2
Increase Weight – HUGMG
Ventriloquism – HUGMG
Magic Armor (5) – AU Revised

Spells (level 2)

Fear (HF: 16) (5 P.P.E.) – 20ft area up to 100ft away, 1min / lvl, affects all within the area, failed roll means -1 attack, loses initiative, last to attack, cannot defend against first attack

Darkness (6 P.P.E.) – 5ft radius / lvl, 5min / lvl, no save, cannot be dispelled by normal light or flames, Nightvision cut to half, -8 to strike, parry, and dodge, + 10% prowl

Mystic Alarm (5 P.P.E.) – one object, 12ft, one year / lvl, no save, will contact caster no matter where he is

Chameleon (6 P.P.E.) learned @ level 3 – self or other by touch, 4.5 min / lvl, no save, enables the person to alter the color and patterns of their clothes and physical body, to blend in with the environment and disappear from sight. 90% undetectable if unmoving, 70% 2ft or slower per melee, 20% 6ft per melee, effective against normal vision, see the invisible, and most optic-systems. A thermal-imager is likely to reveal the character especially in a cold environment, however if the air temperature or even a machine he is hiding against is around the same temperature as his body temperature (within 5 degrees) the character is concealed even from it. Attacking someone automatically negates the effects of a Chameleon spell.

Detect Concealment (6 P.P.E.) – no save, 30ft radius, instantly reveal any mystically concealed or hidden objects — can affect a specific area, 30ft radius, or a specific person

Concealment (6 P.P.E.) researched @ level 3 – small objects up to 40ft away, 5min / lvl, standard save, this magic makes any small object hard to see or find, this magic affects the perception of people who look at the object, unless a successful save is made the object is effectively invisible to that person, only (1) object per casting, cannot be alive, must be smaller than 14 inches long and high, smaller than 6 inches wide, 14lbs or less, if the object is used as a weapon or picked up by the mage or anyone who can see it the enchantment is broken,

Befuddle (6 P.P.E.) researched @ level 3 – 100ft, 6min / lvl, standard save, victim becomes confused and disoriented, -2 to strike, parry, and dodge, apm reduced by half, skills -20%

Extinguish Fire (4 P.P.E.) learned from Arctic Hellfire @ level 4 – 20ft radius up to 80ft away, 1 min/lvl, no save, the mage can instantly put out up to a 20ft radius of fire up to 80ft away, a total of 40ft can be extinguished ever 15 seconds

Climb (3 P.P.E.) learned Charlie Kane @ level 6 – self or other up to 40ft away, 5min / lvl, no save, scale rough, climbable surfaces with supernatural ability of 98%, smooth / steep or otherwise difficult surfaces 60%, climbing speed for these surfaces is 80% normal speed.

Climb (3) – HUGMG
Heavy Breathing (5) – HU2
Levitation (5) – HU2
Sticky Feet (4) – AUGG
Turn Dead (6) – HU2
Weightlessness (6) – HUGMG
(Ritual) Call Creature of Light – NBMain

Spells (level 3)

Invisibility: Simple (6 P.P.E.) – self, 3min / lvl, char and anything he’s wearing or carrying at the time of the casting are invisible, anything afterwards is still visible, can be sensed by beings who “see invisible”, infrared, heat detectors, and scent tracking,

Float in Air (5 P.P.E.) – self or others within 30ft, 10 melees / lvl, no save, hover about 1ft above ground, all attacks, strikes, parries, dodges are -1, spd -HALF,

Armor of Ithan (10 P.P.E.) – self or other by touch, 1min / lvl, no save, A.R. 18, 100 S.D.C., PLUS 10 S.D.C. / lvl, magic fire, lightning, and cold do HALF damage

Ignite Fire (6 P.P.E.) learned from Arctic Hellfire @ level 4 – touch or 40ft away, instant, no save, spontaneous combustion ignites any flammable material, initial fire is tiny (match or candle) but will spread like a normal fire, volatile substances contained inside a bottle (oil lamp, alcohol, gasoline, etc.) CANNOT be ignited unless the container is OPEN, damage from the small fire is 2d6 S.D.C. per melee, must have LOS

Sheet of Ice (15 P.P.E. DOUBLE for Hazel) learned from Arctic Hellfire @ level 5 – up to 60ft away, 10ft area / lvl, 1min / lvl, no save, creates a sheet of ice coating objects, floor, ground with an inch of ice, faster than a walk – 80% chance of falling, -4s,p,d, walking on ice – 1/2spd, 32% chance of falling, -4s,p,d, standing or little movement – 15% chance of falling, -1s,p,d, crawling or sitting – 6% chance of falling, -1/2spd, -5s,p,d, ice-coated items are cold to the touch (extremely uncomfortable), 50% chance of dropping item, coating as A.R.:8 and S.D.C.:30

See Wards (8) – HUGMG
Sense Traps (7) – HUGMG
Telekinesis (8) – HUGMG
Impervious to Poison (5) – HUGMG
Impervious to Cold (6) – HU2
Impervious to FIre (6) – HU2
Negate Toxin (5) – HU2
Paralysis: Lesser (5) – HU2
Personal Gravity Field (6) – AUGG
Protection from Radiation (5) – AUGG
Breathe Without Air (5) – HU2
Breathable Air (5) – AU (Revised)
Cold Wall (15) – AU (Revised)
(Ritual) Call Nightlands Denizen

Spells (level 4)

Carpet of Adhesion (10 P.P.E.) – 30ft +10ft / lvl, 2.5min / lvl, 2d6 melees duration on successful save, up to 10ft wide by 20ft long, can be cast on a floor, table, wall, or even person HU2 p.324

Magic Net (7 P.P.E.) – 20ft / lvl, 2 melees / lvl, no save, dodge 16 or better, snares 1-6 human-sized victims in a 10ft diameter, unaffected by normal weapons, only magic weapons and spells (2 melees still), unable to attack or defend for duration

Shadow Meld (10 P.P.E.) – self, 2mins / lvl, step into shadows and be totally invisible, even against “see invisible” spell, prowls at 60% or add PLUS 15% to prowl, attackers -5 to strike, does not prevent sensing by infrared

Multiple Image (7 P.P.E.) learned @ level 4 – self, 1min / lvl, -6 to save vs magic, pierce with iron dispels, provides bonuses + 2 initiative, + 2 dodge, + 1 strike

Skate Ice (8 P.P.E. DOUBLE for Hazel) learned from Arctic Hellfire @ level 5 – self or up to (2) others by touch, 10min / lvl, no save, can skate over ice barefoot or in any type of shoe or footwear, can skate over wafer thin ice without fear of cracking through it and falling down into the icy water below. This applies only to ice that is NOT covered by more than an inch or two of snow, skating speed is 50% faster than running speed and the character tires at half the normal rate (can skate 50% longer than running before feeling tired).

Spell Level: Fourth level Wizard and Air Warlock spell, but a third level Water Warlock Spell (and only costs the Water Warlock 5 P.P.E.).

Astral Projection – NBMain
Swim as a Fish (6) – HU2
Trance (7) – HU2
Blind (8) – HU2
Repel Animals (7) – HU2
Seal (7) – HU2

Spells (level 5)

Heal Wounds (10 P.P.E.) learned @ level 5 – touch or up to 3ft away, instant, standard save vs magic if the person resists magic – heals 3d6 S.D.C. and 1d6 H.P. – minor physical wounds, bruises, cuts, gashes, arrow wounds, burned flesh, pulled muscles. Will not help against disease, illness, internal damage to organs or nerves, broken bones, poisons, or drugs. In the case of arrow or bullet wounds the projectile should be removed first. If left inside it will be a constant irritant causing chronic pain; reduce P.E. and P.P. by 1 point due to stiffness and discomfort.

Eyes of Thoth (8 P.P.E.) learned @ level 5 – self or others by touch, 10mins / lvl, no save, read and understand all written languages, modern and ancient, including runes and magic symbols, however spoken spoken languages are incomprehensible unless a tongues spell is also invoked or the person has an education in that language.

Escape (8 P.P.E.) learned from Charlie Kane @ level 6 self, touch, (5) feet, no save, instant, enables the mage to magically escape any normal bonds or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straight-jackets. One lock can be undone per invocation. Only magic restraints / locks are unaffected by this spell.

Calling (8) – HU2
Charm(12) – HU2
(Ritual) Charm Weapon – NBMain
Circle of FLame (10) – HU2
Domination (10) – HUGMG
Energy Disruption (15) – HU2, additional rules in HUGMG
Fly (15) – HU2
Ice Blast (10) – AU (Revised)
Horrific Illusion (10) – HU2
Mend Cloth (12) – HUGMG
Size of the Behemoth (12) – HUGMG
Swim as Fish: Superior – NBMain
Superhuman Speed – NBMain
Superhuman Strength – NBMain

Sleep (10) – HU2

Spells (level 6)

Call Lightning (15 P.P.E.) learned @ level 6 – 300ft, instant, no save, must have line of sight, 3d6 + 6 + 1d6 / level NB Main p.136 (9d6 + 6 @ lvl 6)

Apparition – NBMain –
Compulsion – NBMain –
Cure Illness – NBMain –
Fire Ball- NBMain
Impervious to Energy- NBMain
Ritual: Call Nightlord- NBMain
Teleport: Lesser- NBMain
Time Slip- NBMain
Tongues- NBMain
Words of Truth- NBMain

RITUALS LEARNED FROM THE CONFESSIONS OF JA LEATHA
CALL AND BIND THE INVISIBLE SERVANTS
Time to cast: One hour and fifteen minutes.
Requirements: Ley Line or Nexus, animal sacrifice, equinox or solstice, dawn, seven or more trained participants (alcolytes).
Description: For this ritual to work it must be performed at a place of mystic power (Ley Line or Nexus). A minimum of six alcolytes must chant in unison with the ritual leader for the entire hour and fifteen minutes before dawn on the morning of the solstice or equinox. As the sun rises each member kills a large rat, careful to prevent any blood from spilling onto or into the circle. The group sacrifice as the sun rises completes the ritual.
Note: This spell is flawed. Whenever it is cast, there is a 10% chance that a small, invisible portal to the Astral Plane will open and remain open for 1D6 hours. Entities and other Astral denizens may slip through during that time.
Spell: This is the Level 12 spell Summon and Control Entity (P.P.E. cost: 250) as per the HU2 GM’s Guide, page 195, but with the flaw as noted above. Even if a mage learns this spell from this book, the flaw remains.

SEAL THE BREACH
Time to cast: One hour and fifteen minutes.
Requirements: Ley Line or Nexus, equinox or solstice, dawn, twelve or more participants.
Description: For this ritual to work it must be performed at a place of mystic power (Ley Line or Nexus). A large number of people (11 or more) must chant in unison with the ritual leader for the entire hour before dawn on the morning of the solstice or equinox. The sunrise completes the ritual.
Note: The act of casting this spell will drain the ritual leader only of 2 P.P.E. permanently.
Spell: This is the Level 14 Close Rift spell (P.P.E. cost: 200+) as per the HU2 GM’s Guide, page 196.

DOORWAY OF THE MISTS
Time to cast: Ten minutes.
Requirements: Ley Line or Nexus, midday or midnight, three or more participants
Description: For this ritual to work it must be performed at a place of mystic power (Ley Line or Nexus). Two (2) or more people chant in unison with the ritual leader for the entire ten minutes before midday or midnight. When the sun reaching its zenith (midday) or the bells tolling midnight complete thie ritual.
Spell: This is the level spell 7 spell Astral Portal (P.P.E. cost: 60) as per the Nightbane Between the Shadows book, page 126.

REPEL THE UNEARTHLY
Time to cast: Ten minutes.
Requirements: Seven or more participants.
Description: For this ritual to work several people (6 or more) must chant in unison with the ritual leader for the entire ten minutes. This completes the ritual.
Spell: This is the level 10 spell Banishment (P.P.E. cost: 65) as per the HU2 book, page 334.

ENCHANT THE ETHEREAL SLAYER
Time to cast: One hour and fifteen minutes.
Requirements: Ley Line or Nexus, animal sacrifice, five or more participants, a knife.
Description: For this ritual to work it must be performed at a place of mystic power (Ley Line or Nexus). Four (4) people chant in unison with the ritual leader for the entire hour and fifteen minutes. At the conclusion of that time the ritual leader uses the knife to slit the throats of four rabbits. The sacrifice of the animals completes the ritual and empowers the knife with the spells effects.
Spell: This is the level 11 spell The Finger of Lictalon (P.P.E. cost: 150) as per the HU2 book, page 335.

Bio:

Hazel

The Tomorrow Legion Tokobauzsos Witchcraft