Just as Mental Magic and Boby Magic are refinements on basic Elemental Magic, so Astral Projection is a refinement on Mental and Body Magic.

In this branch of magic the caster uses his own energies to form an entity separate from himself, for what- ever purposes he desires.

Unlike the other branches of magic, there are no specific spells.

Astral Projection is the only ability in this branch.

It does however, come in two forms:

True Projection and Physical Projection.

True Projection 30 1 Stack 1 Hour True Projection is the freeing of the astral component of self.

This astral image takes the shape of a man and can move as a man does, except the image can walk through walls and other obstacles.

No one can see or hear this image, and it can in no way affect its surroundings.

The image can only observe.

The astral image can be projected to any memorized location and move on from there.

At the end of its existence it is reabsorbed as part of the mage's vital energies.

Physical Projection 10/12/16/34/104/134 1 Stack Special Physical Projection concentrates psychic energies into the form of a living being or animal.

This being is created next to the caster and can move from there on whatever task the mage desires.

It has definite shape and mass and actsjust as the creature it represents.

Since it is physical it cannot walk through walls, but can affect its sur- rounding in addition to observing.

The Physical Projection must return to the caster to be reabsorbed.

There is no time limit for its existence.

The costs above are for a:

sparrow or mouse/crow or raven/cat/dog/wolf/human.

In both types of Astral Projection the caster must stay in a trance to receive impres- sions from the projection and control its movements.

If the trance is broken True Projections are immediately dissipated and Physical Projections remain motionless until the trance resumes.

If a True Projection is dissipated in an uncontrolled manner, as in the case of the mage being distracted, the mage takes 2 to 20 Psychic Damage Points (PSD).

Since Physical Projections are basically real, they can be harmed by physical and magical attacks.

For physical attacks give the smaller creatures two parries per phase at defense level 1 and the larger creatures one parry per phase at defense level one.

The Impact Damage striking smaller creatures (up to cats) is multiplied by three before entering the Damage Tables to determine PD.

Damage to the larger creatures follows the normal combat rules.

For magical attacks, the projection defends at the caster's Magical Skill Level.

Any Physical Damage (PD) done to a projection (from both physical and magical attacks) is immediately transferred to the mage as Psy- chic Damage (PSD), up to double the MF of the projection.

As an example, consider a projection of a dog (MF 34) struck by a sword for 90 PD.

The projection is destroyed and the caster receives 68 PSD.

If either type of projection attempts to enter a magically Shielded area (see En- chanting), the projection must make a Resist Roll as if attacked by the Shield.

If the roll is made the projection can enter and leave unharmed.

If failed, the projection is destroyed and the caster takes maximum PSD.

Both types of projections have the Magical defense level of the caster, but only through Physical Projections can the caster throw magic.

Any form of magic the caster knows (except Astral Projection) may be cast through a Physical Projection, but the size of the spell is limited to the MF of the projection.

08.10-astral_projection.txt

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rhand_morningstar_missions/astral_projection.txt · Last modified: 2024/08/06 19:19 by 127.0.0.1
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