BOLETÍN OFICIAL DEL ESTADO
MÓDULO FORMATIVO 8
1. Magic Tattoos Denote Heritage: The standard two com-
2. Base P.P.E. of the Crystal Mage: 1D6x10+70 + P.E. at-
tribute to start. Add 10 P.P.E. points for each additional level of experience. Note: The Crystal Mage can also draw energy from
ley lines and nexus points, up to 20 P.P.E. per melee round to use magic abilities, cast a spell or power a magic device. 30 P.P.E. at a ley line nexus or at a stone pyramid.
3. Increased P.P.E. Recovery: The Crystal Mage replenishes
P.P.E. at the rate of 10 points for every hour of rest or sleep; 15 P.P.E. per hour of Meditation, 20 P.P.E. when on a ley line or nexus point, and 30 P.P.E. when meditation is done inside a Crystal Pyramid.
4. M.D.C.: None. Atlantean Stone Masters are NOT Mega-
Damage beings nor are they considered to be supernatural in any
way. Their P.S. is equal to Augmented (not Supernatural) and they must use magic, body armor, force fields, or other means to protect themselves just like any other human. HOWEVER, they use ley lines and stone pyramids to increase their rate of healing.
5. Advanced Knowledge of Atlantean Pyramids: Crystal
Mages are seasoned dimensional travelers and have a full under- standing of all stone pyramids and how to operate them at 40% +5% per level of experience.
6. Sense the Location of Crystals: The Crystal Mage has the
ability to locate crystals simply by sensing them. This is vital when trying to locate underground deposits of crystals and gems for components in casting their spells and creating certain crystal artifacts. Range varies. Passively, the range is only 10 feet (3 m)
per level of experience. When actively searching, the range is 100 feet (30.5 m) per level of experience.
7. Extract Crystals and Gems from Stone: By spending
5 P.P.E. per minute, and with some concentration, the Crystal Mage can extract crystal from the stone without damaging the crystal or the stone. The mage can mystically move crystals and gems from stone like pulling them from putty, so they can free the crystal held within it. Extracting 1-4 crystals typically takes 1D4 melees for small crystals, 2D4 melees for medium-sized crystals and 3D4+3 minutes for large crystals.
8. Shape and Polish Crystal with Hands: Crystal Mages are
skilled artisans and often design beautiful pieces of jewelry from crystals and polished stone. They are able to do this with their bare hands by concentrating and spending some of their P.P.E. in the process. At the cost of 10 P.P.E. per hour, the Crystal Mage can shape or carve crystal in various shapes at 60% +3% per ad- ditional level of experience.
9. Channel P.P.E. and Light Through Crystals: This en-
ables the Crystal Mage to grab and direct his own P.P.E. into Techno-Wizard weapons, magic talismans, magic amulets and other types of P.P.E. batteries to recharge them, as well as imbue magic into crystals and manipulate light through crystals. When on a ley line or nexus point, the mage does not have to use his own P.P.E., instead channeling as much as 20 P.P.E. points from the ambient energy per melee round (15 seconds) to activate a magic tattoo, cast a spell, power a magic artifact or to channel some of it into a crystal.
Imbue Crystals with P.P.E.: The Crystal Mage can channel some of his own P.P.E. and place it inside a gemstone or crystal; up to 10 P.P.E. points per level of experience or 10 P.P.E. per melee round from the ambient energy at a ley line. Maximum that can be placed in a single gem is equal to his channeling ability of 10 P.P.E. per level of experience.
Unless used for magic, the P.P.E. placed into a crystal slowly drains away at a rate of two points per hour. Any practitioner of magic can use the P.P.E. trapped in the crystal to bolster his own spell casting abilities. This is a way to help himself at a later time as well as other spell casters. P.P.E. can also be placed inside talismans and amulets or used to charge and power Techno-Wizard device.
Can NOT be used to activate Magic Tattoos.
Direct Light through Crystals: For the cost of one P.P.E., the Crystal Mage can make a crystal capture light and release it to create the effect of a lantern or 100 watt light bulb to illuminate a 10 foot (3 m) radius. The farther from the gem, the dimmer the light. Within a five foot (1.5 m) radius of the gem, the light is strong enough to clearly read a book. Damage: None. This is not sunlight and does not harm vampires or Shadow creatures nor hold them at bay. Duration: 10 minutes per level of experience.
Light Beam: For the cost of 1 P.P.E., a crystal can be used to capture and release a focused beam of light that can be used like a flashlight or searchlight. Damage: None. This is not sunlight and the beam does not harm vampires or Shadow creatures. Range: 20 feet (6.1 m) per level of experience. Duration: Five minutes per level of experience.
Laser Beam: Cost varies. See Damage. A crystal or gem is used to channel P.P.E. and capture and release a focused beam of light capable of inflicting damage. P.P.E. Cost is based on Dam- age: One P.P.E. for a laser beam that does 3D6 S.D.C. damage. 3 P.P.E.: 1D6x10 S.D.C. 6 P.P.E.: 1D4 M.D. 9 P.P.E. 1D6 M.D. 12 P.P.E. 2D6 M.D. This is not sunlight and the beam does not
harm vampires, but will hurt Shadow beings and ordinary people and structures. Range: 12 feet (3.6 m) per level of experience. Duration: Instant. Bonus: No special bonus to strike, W.P.s do not apply. Note: Needs a crystal or gemstone through which to
channel, focus and fire the laser beam.
Create Crystal Pyramid: The mage can create a pyramid made of forming crystal that collects and channels P.P.E. to let a Cyrstal Mage recover spent P.P.E. at a rate of 30 P.P.E. per hour.
The crystal pyramid must be large enough for the mage to com- fortably enter and sit inside of it, as if it were a tent or small temple of some kind. Yoga mats or blankets and pillows to sit on are com- mon. To build it, the Crystal Mage needs three struts that go up and three on the bottom for the base. These rods can be made of any material, but Atlanteans prefer wood or stone to build the skeletal structure of the pyramid. Then the mage works his magic to create and grow clear crystal along the three skeletal bones of this small pyramid. Once they have grown the entire length, the crystal spreads out to cover the bottom three as well and double in size until the struts are the size and thickness of two-by-fours and there is a small, fully formed crystal cap located at the peak. It takes 1D6+6 minutes to completely form a small, four foot (1.2 m) tall pyramid, double for one twice that size; seldom makes one that is larger than that.
The pyramid and its crystal construction lasts for two hours per level of its maker’s experience, after which the crystals be- come dull and smokey and crumble into dust that falls off the six connecting rods. Like all magic, the mage who made the crystal pyramid can cancel the magic at any time.
Crystal Pyramids are also used as shelters. It masks the scent of the person inside as well as food, insects do not go inside the structure, it magically prevents rain and wind from entering, and it is always 10 degrees Fahrenheit (12 C) cooler inside when the temperature is hot, and never drops below freezing in cold weather.
10. Spell Magic Knowledge: Starts with the abilities de-
scribed here, the spells Create Crystal Golem, Create Guardian and Create Super-Guardian and can make all three at half the usual P.P.E. cost, plus a total of nine Crystal magic spells that can be selected from levels 1-5.
This Sorcerer’s primary focus is Crystal Magic, but they learn a handful of conventional spell invocations. Select a total of four invocations at level one. Spells can be selected from levels 1-3 invocations.
At each additional level of experience, starting with level two, the Crystal Magic can select two Crystal Magic spells or two spell invocations. Spells can be selected from levels as high as three levels above the mage’s own current level of experience.
11. Spell Strength. The Crystal Mage is +1 to spell strength
at levels 5, 10 and 15.
12. O.C.C. Bonuses: +3 to Perception Rolls involving locat-
ing, identifying and working with gems, as well as level of qual- ity, +1 to strike using Crystal Magic and Crystal weapons, and +1 to save vs Earth Elemental/Warlock magic.
Note: Strangely enough, Crystal Mages do not have Gem
Shaping or the ability to draw Power from Stones in this same way. They are reserved by the Stone Master.