Magic Combat for Palladium Fantasy Role-playing Game
For an opening notice, all of this is designed to be used with the Palladium Fantasy Role-playing game, Second Edition. Only the first three books (Palladium Fantasy Role-playing Game, Old Ones, and Adventures on the High Seas) are considered. 1st edition books were outdated and would require extensive converting to fit into this system, and the other Palladium Games would have, quite simply, taken too damn long to go through and convert all the types of magic found therein (from Nightbane talents to Nazca lines). If you want to adapt it, have fun. Just remember to credit me.
For the purposes of magic combat skills, I recognize four levels of magic-users. There is some blurring between these, but they are only generalizations. The first category are the mundanes. These include minor (and non-PCC major) psychics, people with no psychic abilities, and even a diverse group of OCC's with quasi-magical abilities (like the Palladin and Warrior Monk).
The second group are the gifted, such as Warlocks, Witches, and Priests of Light and Darkness. While these people have experience with magic, they don't really understand it; they simply ask their sponsor for power and hope for the best.
The third group are the naturals. These are the people with extensive magic or psionic powers, but do ont pursue magic in a scholarly way. Theirs is learned through introspection rather than study. Mystics are a prime example of these characters.
The fourth and final group are the learned. They understand magic (at least their own discipline), and have a great facility with its use. These include Wizards, Diabolists, Summoners and Dragons.
These distinctions are important because they make it easier to determine how easy magical combat is for them to learn. Like hand to hand combat, magical combat falls into three broad categories, with a set of specialized knowledge open to only a few (in Hand-to-Hand combat, this is Assassin. In magical combat, these are the OCC powers). These magic combat skills are:
Dabbler. Dabbler, as with Hand-to-Hand Basic, provides a fundamental knowledge of the basic techniques of an art, but it is only a foundation. Once a Dabbler gets beyond the basics, he is only slightly better off than a mundane.
Adept. As with Hand-to-Hand Expert, and Adept has begun to learn more advanced skills, and has grown in his knowledge of the basics. An adept can be a deadly foe, but still stands in the shadow of another.
Sorceror. A Sorceror no longer practices magic. At this point, a magic user lives his Art, much like a Martial Artist lives his. Advanced defenses are combined with new options for his other powers to create one of the most skilled magic-users on the planet.
This information deals only with the three well-known branches of magic on the Palladium World, Circles, Runes (including a Diabolists wards), and spellcasting (including wizardry, necromancy, and life-force wizardry). Each originally had its Dabblers, Adepts and Sorcerors, but the Millenium of Purification destroyed many secrets, including the Sorceror skills of both the Circle-Makers and Rune-Mages. It is rumored that Sorcerors amongst the Mad Mages could create nearly any effect they could dream of, simply by creating a circle on the spot. It is well known what the Rune-mages could do... the number of tortured souls trapped in swords and axes attest to their abilities.
Regarding the number of spell attacks per melee, one rules change has been made. This only applies to incantations, not to rituals, though. Spells of levels one through eight take only one magical action to cast. Spells of levels nine and ten require two magical actions, and higher-level spells require four spell actions to complete. While this initially means little, it becomes more useful at higher levels.
Also, use of this system means that _no_ OCC gains the magic-related bonuses (saving throws, spell strength, etc.) listed in their descriptions unless otherwise noted. Bonuses versus Horror Factor are _not_ included.
Specific OCC Notes:
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Priest of Light or Dark
Priests may learn Spell Magic Combat: Dabbler at the cost of one other skill, or Spell Magic Combat: Adept at the cost of three other skills. Sorceror-level combat, as with any circle or rune magic combats may not be learned.
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Warrior Monk
Monks keep all their bonuses vs. illusions, mind control and possession. They may learn Spell Magic Combat: Dabbler at the cost of one other skill, Spell Magic Combat: Adept for two, and, if they have Lore: Magic, Spell Magic Combat: Sorceror for three skills. Lore: Magic is also a prerequisite for Rune Magic Combat: Dabbler and Circle Magic Combat: Dabbler, each of which will cost the Monk two other skills.
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Druid
Druids begin with Spell Magic Combat: Sorceror. They may learn Rune Magic Combat: Dabbler for one other skill, or Rune Magic Combat: Adept for three. If Lore: Magic is known, a Druid may learn Circle Magic Combat: Dabbler for one skill. All magics (spells, wards and circles)learned through the auspices of magic combat skills require a roll to control the magic (not only ones that control elemental forces). Also note that a Druid is still bound by the Five Laws.
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All Men at Arms, Entertainment, Seafaring, and Optional OCC's (save Scholars)
Spell Magic Combat: Dabbler can be purchased for two skills. If Lore: Magic is known, Spell Magic Combat: Adept can be purchased for four skills. Other magic combat skills are unavailable, and all bonuses are kept.
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Scholar
If a Scholar has Lore: Magic, Spell Magic Combat: Dabbler, Circle Magic Combat: Dabbler, and Rune Magic Combat: Dabbler can be learned at the cost of one skill each. With Lore: Magic, Spell Magic Combat: Adept takes two skills, and Spell Magic Combat: Sorceror costs four. If Lore: Magic is not known, use the rules for other Optional OCC's.
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Wizard
Wizards begin with Spell Magic Combat: Sorceror. The may learn either both Circle and Rune Magic Combat skills at Dabbler level for one skill each, or one at Adept (costing three skills) and the oter at Dabbler (costing two skills).
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Warlock
Warlocks begin with Spell Magic Combat: Adept. They can upgrade to Spell Magic Combat: Sorceror for two other skills. No other magic combat skills may be learned.
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Witch, Gift of Power
With the Gift of Power (either Major or Minor Pact), a witch can learn Spell Magic Combat: Dabbler for one other skill, or Spell Magic Combat: Adept for three. No other magic combat skills are available.
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Witch, Gifts of Magic or Union
A witch with either of these begins with Spell Magic Combat: Dabbler. This can be upgraded to Spell Magic Combat: Adept for two skills, or Spell Magic Combat: Sorceror for four skills. If the witch knows Lore: Magic, either Rune Magic Combat: Dabbler or Circle Magic Combat: Dabbler can be learned for two skills.
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Diabolist
Diabolists begin with Rune Magic Combat: Adept. Spell Magic Combat: Dabbler and Circle Magic Combat: Dabbler cost one skill each. Spell Magic Combat: Adept and Circle Magic Combat: Adept can be learned for two other skills each. Spell Magic Combat: Sorceror can be learned by expending four skills.
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Summoner
Summoners know Circle Magic Combat: Adept from the outset. Rune Magic Combat: Dabbler can be learned for one skill. Spell Magic Combat: Dabbler costs two skills, Rune Magic Combat: Adept and Spell Magic Combat: Adept cost three each, and Spell Magic Combat: Sorceror requires four other skills to be learned.
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All PCC's (save the Psi-mystic)
Spell Magic Combat: Dabbler can be learned for two skills, while Spell Magic Combat: Adept requires three. No psi loses any bonuses, and no other magic combat skills may be learned.
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Psi-Mystic
Psi-mystics are limited to Spell Magic Combat: Dabbler _only_, which they have at first level. They don't believe in forcing matters, so do not study the more advanced techniques.
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Monk Scholar
No Monk Scholar will ever learn magic combat skills, as it conflicts with their ethics.
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Necromancer and Shaman
Neither of these classes are included. I do not use this version of the Shaman (prefering the shaman classes from Spirit West), and could find no information on the spell casting abilities of the Necromancer in Adventures on the High Seas.
Before I present the skills, there are some special notes that need to be addressed.
When certain spells are referenced (Sense Magic), that spell is learned by the magic-user. When only a level of spell or type of circle is referenced, then that indicates a capability to learn and use those magics, but not the actual knowledge. For example, Nexx the Diabolist has Spell Magic Combat: Dabbler and Circle Magic Combat: Dabbler. At third level, he learns (and can cast) the spell "Sense Magic", and can now use protection circles. Note that he doesn't actually _know_ any protection circles, but he can learn them should he ever find a teacher or encounter one in the field. At eighth level, he can now cast 1st level spells. These spell can only be learned from amongst standard wizard magic, and are learned in the usual fashion (either taught or bought). The ability to use a certain type of ward, however, indicates that the character already knows those wards.
Also, use of magic circles by non-Summoners requires a successful roll under the character's Mystic Symbology skill. Use of wards by non-Diabolists requires two successful rolls; one on the Mystic Symbology skill, the other on Literacy: Runes. If a character gains one of these skills at a higer level through his OCC, use the OCC version instead of the Magic combat version. Someone capable of using a summoning circle can summon and control half as many creatures, rounded up, as a summoner of the same level.
As a final note, the magic combat skills, like hand-to hand skills, cannot be stacked. You cannot get simultaneous bonuses for both Spell Magic Combat: Dabbler and Spell Magic Combat: Adept at the same time, for example. In addition, if you have multiple bonuses from several different magic combat skills, only the best applies. If you have a +3 to save vs. spell magic from Spell magic Combat, +2 to save vs. spell magic from Rune Magic combat, and a +1 to save vs. magic, you have a total of +4 vs spell magic (the higher bonus for spell magic plus the general bonus), not +6 as in the previous version. This applies to all bonuses (except PPE) from Magic Combat skills, including Horror Factor, specific kinds of magic, magic in general, or possession.
Spell Magic Combat: Dabbler
+1d6 PPE
Level
1 2 spell attacks per melee
+2 vs spell magic
2 +2 vs circles/wards
3 Can cast "Sense Magic"
+1 spell strength
4 +1 spell attack per melee
5 +1 vs magic
6 +2 Horror Factor
7 +10 PPE
8 Can learn and cast first level spells
+1 Spell strength
9 +1 spell attack per melee
10 +2 vs spell magic
11 +1 vs circles/wards
12 +1 spell strength
13 Can double the power of a spell by spending double PPE
14 +10 PPE
15 +1 spell attack per melee
Spell Magic Combat: Adept
+2d6 PPE
Level
1 2 spell attacks per melee
+2 vs spell magic
2 +2 vs circles/wards
3 Can cast "Sense Evil" and "Sense Magic"
+1 spell strength
4 +1 spell attack per melee
5 Can learn and cast 1st level spells
6 +3 Horror Factor
+1 spell strength
7 Can attempt to parry while casting an incantation
8 Can learn and cast 2nd level spells
9 +1 spell attack per melee
+1 spell strength
10 +15 PPE
+2 vs spell magic
11 +15 PPE
12 +2 vs circles/wards
13 Can up to triple the power of a spell by spending a like multiple of PPE
14 +1 spell attack per melee
+1 spell strength
15 +20 PPE
Spell Magic Combat: Sorceror
+3d6 PPE
Level
1 2 spell attacks per melee
+3 vs spell magic
2 +3 vs circles/wards
+1 spell strength
3 Can cast "Sense Magic", "Sense Evil" and "Decipher Magic"
4 +1 spell attack per round
+1 spell strength
5 Can learn and cast spells of up to third level
6 +3 vs Horror Factor
7 Can attempt to parry while casting an incantation
+1 spell strength
8 Can up to triple the power of a spell by expending an appropriate multiple of PPE
9 +1 spell attack per melee
10 Learn any one spell of up to 3rd level
The character now acquires an aura of power, giving him an effective Awe factor of 8, or adding +1 to an exsisting Horror/Awe Factor
11 +20 PPE
12 +2 vs magic
+1 spell strength
13 +15 PPE
14 +1 spell attack per melee
15 +25 PPE
+1 spell strength
Rune Magic Combat: Dabbler
+1d6 PPE
Level
1 Literacy: Runes 22% +1% per level
Mystic Symbology 50% +5% per level
Identify Energized Wards 12% +3% per level
2 Can activate alarm wards
Immune to own wards
1 ward per 2 points of PE per 24 hours
3 +1 vs magic
4 Can activate condition wards
5 +3 vs Horror Factor
6 1 ward per point of PE per 24 hours
7 +2 vs wards
8 +2 vs circles/spells
9 Can activate any ward
10 +1 ward strength
11 +10 PPE
12 2 ward per point of PE per 24 hours
13 +1 vs magic
14 +2 vs Horror Factor
15 3 wards per point of PE per 24 hours
Rune Magic Combat: Adept
+2d6 PPE
Level
1 Literacy: Runes: 66% +1% per level
Mystic Symbology 80% +5% per level
Identify Energized Wards 25% +5% per level
Can activate any ward
Impervious to own wards
One ward per point of PE per 24 hours
2 +1 vs magic
3 +3 vs Horror Factor
2 wards per point of PE per 24 hours
4 +1 ward strength
5 +1 vs magic
6 +3 vs wards
7 +3 vs circles/spells
8 +10 PPE
9 +1 ward strength
2 wards per point of PE per 24 hours
10 +1 vs magic
11 +2 vs Horror Factor
12 +10 PPE
13 Can determine the general alignment, goals and powers of rune items
14 +1 ward strength
15 +1 vs magic
4 wards per point of PE per 24 hours
Circle Magic Combat: Dabbler
+2d6 PPE
Level
1 Decipher Circle 10% +2% per level
Mystic Symbology 44% +1% per level
Recognize Runes/Wards 10% +2% per level
+2 vs possession and mind control
2 +1 vs Horror Factor
3 Learn and activate protection circles
4 +1 vs Horror Factor
5 +2 vs circles
6 +10 PPE
7 +2 vs Horror Factor
8 +1 circle strength
9 Learn and activate summoning circles
10 +2 vs spells/wards
11 +2 vs possession and mind control
12 +1 vs magic
13 +10 PPE
14 +1 vs Horror Factor
15 Learn and activate power circles
Circle Magic Combat: Adept
+3d6 PPE
Level
1 Learn and activate any circle
Decipher Circle 16% +4% per level
Mystic Symbology 66% +1% per level
Recognize Runes/Wards 15% +5% per level
+3 vs possession and mind control
2 +2 vs Horror Factor
3 +2 vs circles
4 +2 vs Horror Factor
+1 vs magic
5 +2 vs spells/wards
6 +15 PPE
7 +1 circle strength
+2 vs Horror Factor
8 +1 vs magic
9 -2 to summoned creature's roll to break free
10 +2 vs Horror Factor
11 +2 vs possession and mind control
12 +1 vs magic
13 +15 PPE
14 +1 circle strength
15 -2 to summoned creatures roll to break free
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