Magic Experience


.this doesn't have to be followed to the T (unless it's at another players request) but it is a good way to keep your character in check (magically) and know where he/she stands. These are all just examples - feel free to come up with your own magic abilities and stuff, this is just so you know where abouts they stand in battle/practice.

Will change with growth and experience.


Summery


Magic - Hypothermia
Ability - D20/Average
Catalyst - N/A
NRG - 40 ppd (points per day before he needs major rest)
After Effect - Will get the sniffles and/or runny nose everytime. Severe headache may follow, tends to hit him a few hours afterwards. Guaranteed to happen when NRG is 20 or lower, is at its worst when the NRG is completely zapped. Will also happen anytime there is an Overkill.







Abilities


Can do damage to one chosen target at a loss of 10 NRG points.

Diacyn, at this point and time, cannot hit multiple targets no matter how hard he tries. Nothing will happen. He's just not strong enough (magically) at this point to be able to do it. With practice and time, who knows what may happen?

.Damage.


Botch: 1-6 on a D20.

Basic Abilities: Make the surrounding area colder; can cause numbness to smaller digits and animals, cause lethargy in rodents and small birds and a slowing of their heart. Cold discomfort to larger creatures.

7-15 on a D20.

Advanced Abilities: Can freeze smaller animals such as cats, dogs, etc. etc. Can cause ice to form on any subject matter, and snow in the surrounding area if he so chooses. Can cause extensive frostbite to particular areas such as a hand, or face, etc. etc. The higher the roll on larger subject matter, the more lethargic the creature/person may become.

16-19 on a D20.

Overkill: Can we say ice cube? You've gone so far as to destroy your subject matter that they (if they're human size or smaller) or a portion of them (on larger animals/things) are made completely out of ice. If you tip them over or something hits them, there's a good chance they may shatter. Ouch. You've even managed to cause a complete white out/frost warning in the surrounding 50 foot area. Thanks, Diacyn. Thanks a lot.

20 on a D20.




Special


Ice Storm - Once every month (real time) our tempermental Diacyn can manage to destroy a crowd in a fairly violent way. He can kill up to 8 people (the only time he'll manage to do multiple damage to anything) or really mutilate a single corpse.

The surrounding crowd will be buried under a major temperature drop, forcing their bodies to go in to the beginnings of hypothermia. Depending how violent Dicayn feels, he'll gain a fun ability to wreak havoc on the group by slinging ice shards into their skin/body, piling them up with snow, and overally slowly freezing their bodies limb by limb.

There will be a loss of 15 NRG points but you can roll your D20 to get an idea of basic damages. You needn't worry about a botch and every level can be fatal if you so choose. The higher the D20, the more brutal the damage.




Notes


As proven in class, and his lack of interest in magic in his journal posts, Diacyn just doesn't have that natural talant for it like some of his friends. But fear not - that doesn't make him any less of a threat than the rest. It just means he'll need more practice in future posts. With time and practice, I don't see any reason why Diacyn can't become a formidable foe.

Thus far, there has been no catalyst to set him off but that could change.

Depending on his anger at the time he inflicts magic, to guarentee a success, you may take off an additional 5 NRG points with your 10 standard to overlook any botched rolls. You may re-roll up to three more times (and hopefully he'll get a hit). If luck isn't with him that day, you may spend another 5 NRG points each additional roll during that turn utnil he gets a hit.