MYSTICISM
Fundamentals
The ordinary Kralori's magic is not as generally useful as spirit magic.
However, someone who really knows how to use magic can easily and cheaply make
one-use magic items (sketching a magic picture on a scrap of paper, quickly
carving a piece of soapstone into a tiny magic idol, etc.). Thus, a typical
Kralori, instead of knowing Speedart, has each arrow fletched such that when
loosed they produce a useful effects. Kralori magic is powerful in Kralori home
country, and weaker outside it. Not because the magic doesn't work elsewhere,
but because the average non-magician Kralori no longer has access to the
village magicians and skill specialists who create the various knick-knacks and
gewgaws of most Kralori magic. A Kralorelan city wall is full of texts and
pictures which the inhabitants can use to activate helpful magic. Kralori magic
is aimed at creating a natural elite. A Kralori peasant may have weaker magic
than an Orlanthi farmer. but a Mandarin has access to far more potent magic
than a Storm Voice. This trend is universal in Kralorela, as evinced by the
sects of Godunya and the Path of Immanent Mastery - initially they are
nigh-worthless, but one who has grown wise in their ways is quite fearsome.

MYSTICISM
At the base of Kralori magic is Mysticism, which represents how well one
understands the mystic underpinnings of the universe. A typical citizen may
have 1-10 Mysticism, while a priest or mandarin has 20-40. An Exarch has 75-100
or more.
    You may not spend more MPs on a Mystic ability than your Mysticism.

Acquiring and Increasing Mysticism
To acquire Mysticism, one must study for 2000 hours. At the end of this study,
the student meditates for three days during which she opens himself to cosmic
forces. This is simulated by an attempt to roll over her INT on 1d20, and under
her POW on another 1d20. If she fails both rolls, she loses 1 POW and 1 INT,
and must study another 100 hours before she can try again. If she fails just
one roll, she loses a point in the appropriate stat, and must study another 50
hours before trying again. If both rolls succeed, she acquires Mysticism equal
to her INT minus 10 (minimum of 1).
    The Mandarin-enforced law is for each child from the age of 12 to spend 4
hours a week studying, except for the last in each season (36 total weeks by
the Kralori calendar). When a child reaches 14, she studies 8 hours a week as
above. At the age of 16, she must study 16 hours a week as above.
Apprenticeships and other responsibilities are expected to be suborned to this
need. At the age of 18, the child is considered prepared for her final
meditation. Even if a child has married or begun a career before the age of 18,
she is still required to finish schooling. These hours of training from age 12
to 18 are funded by the Empire.
    Only an individual with a Mysticism of 90+ may teach other individuals how to
acquire Mysticism. He may simultaneously teach a number of students equal to
his INT x POW.

Increasing Mysticism
Once acquired, Mysticism can be increased in two ways.
    Meditation for at least half a day on every day of a season increases
Mysticism by 1d6, if the user succeeds in rolling his Mysticism or less on
1d100 at season's end. If the roll fails, he still increases by 1. If he has a
meditation instructor, he can add the master's Mysticism to his own when
attempting the roll. (A master can teach a number of students whose Mysticism
is equal to or less than his.)
    Each time a player scores a critical success using High or Low magic (see
below), his Mysticism increases by 1.

Meditation
If you have any Mysticism at all, it is possible to Meditate. To meditate,
spend an hour in silent contemplation. At the end of that time expend 1
Mysticism and roll 1d100. If the die roll is equal to or less than your
Mysticism, you succeed. You can increase your chance of success by means of
Ceremony, at the rate of +10 per additional hour. You cannot more than double
your chance by this means, and you cannot add more than your Ceremony skill
total to your chances.
If you succeed, you may select one ability from the following list which
immediately takes effect.
・ Increase your INT by 1, up to your original rolled INT (but not beyond).
This is used to cure INT loss due to failure to acquire Mysticism, or the
aftereffects of Brain Fever or Tap.
・ Adopt a chosen skill, which permits the use of High magic with that skill.
・ Add your Mysticism as MPs, HPs, or FPs, to be immediately added to your
total. Excess points are lost.
・ Add your Mysticism as MPs, HPs, or FPs, to be given to (or divided up among)
any person or persons whom you are touching. Excess points are lost.

LOW MAGIC **********************
Anyone with any Mysticism at all can perform Low magic. To do so, simply
concentrate on the skill you are applying, and spend one or more MPs. This
takes 1 SR per MP. (DEX SR does not apply.) Each MP raises the affected skill
by 5 percentiles.
    Low magic lasts as long as you are concentrating on the skill. Once you use
another skill, the magic expires, unless the second skill is linked to the
first (in the GM's opinion). A linked skill must be usable simultaneously with
the Low skill. A skill might be considered linked at one time and not at
another, depending on circumstances.
    Low magic can only be used for skills, and not any other kind of d100 roll. It
cannot be applied to a skill at 0. Thus, you cannot boost your Speak Aldryami
if you don't know any Speak Aldryami. .
    Example: Tan Leung is attacked by a Pig Man. He uses Low magic to boost his
Shield Parry. During the fight, he uses Sword attack, but this skill is closely
linked to Parry, so he maintains his Parry boost. After the fight, the magic
ends.

HIGH MAGIC ***********************
To utilize High magic, you must have Meditated for and adopted the skill in
question. High magic takes 1 SR per MP, the same as Low magic. Certain skills
are termed "ignoble", and cannot be adopted (i.e., High magic cannot be used
with them). Low magic can still enhance these skills.
    With High Magic, you can create Charms.
    Charms - a cheap one-use magic item. It can take any form; a sketch, short
poem, carving, a paper-folding, a small clay sculpture. The only requirement is
that it is artistic, and bear some vague resemblance to the skill utilized.
(For instance, a Jump charm might be an origami frog.) Anyone can use a charm
by succeeding at the appropriate skill roll and spending MPs appropriate to the
charm's points. A charm lets the user activate the High magic of a particular
skill. Once the effect ends, the charm is expended and worthless. If the skill
roll fails, the charm remains potent. To create a charm, a mystic just spends
the appropriate MPs for the High magic in question. For every 10 MPs spent, the
mystic loses 1 percentile in the skill. Keep track of the MPs spent for each
skill to each multiple of 10.
    Note: Low magic charms can be created, but are uncommon, because most Kralori
can do Low magic on their own.
    Example: A calligrapher brushes the symbol for Fire on a piece of stovewood
and invests 1 MP for an ignite. Now the wood will burst into flames when the
symbol is read. He can sell or give this charmed stovewood away. To use it, an
owner must spend 1 MP and successfully Read Kralori. He can try once a round
until he puzzles out the ornately-inscribed word. But if he has no ability to
read Kralori at all, the charm is useless.
    Next week, the calligrapher brushes the symbol for Shadow on a small pouch
full of sand, and invests 9 MPs for Extinguish 9. When the user spends 9 MP and
successfully Reads Kralori, the sand becomes magic -- when thrown over a fire,
it casts a strong Extinguish! Since the calligrapher spent 1 MP on the Fire
charm, and 9 on the Shadow, it adds up to a total of 10 MPs and he loses 1
percentile off Read Kralori.
    Focus - special powers associated with High skills. It costs 1 skill
percentile to activate a Focus, which typically enhances the skill in question.
One or more MPs are often spent at the same time. Remember that you cannot
spend more MPs than your Mysticism.
    Style -some High skills have sub-skills known as Styles. Styles are not
learned automatically, but must be independently learned from the main skill.
Mastering a Style costs the mystic an amount of Mysticism depending on the
Style in question. Sometimes a Style has a Focus, too. To activate a Style
costs 1/3 as many MPs as the Mysticism it takes to master (round up). To
activate a Style and a Focus costs the Style's MPs, a skill percentile, and
whatever MPs are appropriate to that Focus. Remember that you cannot spend more
MPs than your Mysticism.

Priests & Gods
The Kralori recognize a variety of priests and priestly cults. However, once a
person has been indoctrinated into the Mysteries of the East, he must use his
Rune spells a little differently. In essence, each cult has its own skill,
titled [cult] Lore, and he performs his magic in conjunction with this. Priests
who know little Mysticism and are forced to use mere ordinary Rune magic are
considered to be suitable enough for dealing with peasants, but never reach the
status of Chief or High Priests. Most Kralori cults do not teach any form of
spirit magic. Instead, Mysticism is used even by the humblest peasant.

THE MYSTIC ARTS ***********************************************
The various abilities available to a particular skill are listed in parentheses
after the skill's title. Comments on the skill are found in the skill
description.

*************************************************
AGILITY SKILLS

Boat
Each MP either increases a boat's speed by 1 knot or the potential load by 1/10
of its normal maximum capacity. I.e., if the mystic assigns 15 MPs to increase
cargo capacity, a boat can hold 250% as much weight as before without swamping.


Climb
Each MP increases your speed of climb by 1m /round. In addition, MPs can be
spent to let the climber cling to difficult or even impossible surfaces. The
MPs required for this latter purpose are up to the gamemaster, but guidelines
follow.

MPs required        Surface   
    1             Bricks or cut stone
    4             Sheer stone
    9            Wet stone
    16             Upside-down on carved or cracked surface
    25             Upside-down on smooth surface

Dodge
The mystic can try to dodge one opponent per MP spent (thus, at least 2 MPs
must be spent or it's no better than the normal skill).
    Style - Dodge has two main styles.
・ Arrow Dance (4 Mysticism; 2 MP to activate) -- lets you try to dodge missile
attacks. Must be activated once per missile.
・ Magic Harmony (25 Mysticism; 9 MP to activate) - lets you try to dodge
incoming spells. Must be activated once per spell.

Jump
The user can increase the distance jumped by 1m; either horizontally or
vertically per MP spent. If the Jump roll fails, all extra distance is lost.
Ride (MPs, Style, Charm)
    Note: only Ride Horse and a few other Ride variants (such as Ride Hippogriff,
Ride Wyrm, Ride Elephant, etc.) can support High magic. Most variant Ride
skills, such as Ride Bison, Ride Tusker, etc. are ignoble.

Ride
Each MP increases the horse's move by 1m/sr, or enables it to jump 1m further
than usual. MPs are spent separately for each jump (and each jump requires a
Ride roll). only be used with the Ride Horse skill, not for any other animals,
with the exception of certain magic beasts such as Hippogriffs. However,
teachers for such skills are few.
    Focus - enables the rider to activate the special ability of a horse trained
in one of the special Riding Styles. Unless the Focus is activated, the horse's
special powers are inaccessible.
    Style -all these styles are used to train a horse, and require a full year of
training. In addition, the trainer must succeed at Ride a number of times equal
to the Mysticism expenditure. If he fails a single roll, he must start over.
・ Fireriding (4 Mysticism; 2 MP to activate) Lets the horse walk through fire,
hot coals, lava, etc., without taking harm. The rider is still vulnerable to
damage.
・ Seaquestrian (4 Mysticism; 2 MP to activate) Enables the horse to walk atop
water at its normal speed. In wave-tossed waters, a Ride roll may be needed to
keep from going under. In a storm, negative modifiers may affect this.
・ Skyriding (9 Mysticism; 3 MP to activate) Permits the horse to fly in the
air at its normal speed. A Riding roll is needed for each round the horse stays
aloft. If a Riding roll fails, then the horse must return to earth on the
following round.

Swim
The mystic can swim faster by 1 m/round per MP.
    Focus - lets the mystic extend the time he is underwater without needing a
Constitution roll. Extra Swim percentiles let him stay under longer, depending
on the Swim percentiles expended and the MPs spent.

        MPs         Duration             MPs     Duration
1        1 round             36    1 season
4        1 minute              49     1 year
9        1 hour              64     1 Wane
16        1 day              81     1 Age
25        1 week              100     permanent

Throw
Each MP increases the distance an object can be hurled by 5m. If the Throw roll
fails, no distance is gained.

**********************************************************
COMMUNICATION SKILLS

Fast Talk
If the target does not speak Kralori, each MP invested can be used to enable
the target to understand the caster's words as if he knew 1 percentile of the
foreign tongue. For instance, 15 MPs allows a Kralori to communicate with a
Morocanth as if he knew Speak Praxian 15.
    Focus - allows true communication from speaker to target. An unwilling target
can attempt to resist on every single round with his INT vs. the caster's MPs.


    MPs Spent        Effect
1        communicate as per Mindspeech.
4        can see through the target's eyes.
9        can cast the target's spells (using your own MPs to do so).
        16         can use the target's MPs.
        25         the user can control the target's actions.

Orate
The user can emulate any emotional or mental spell he desires. To succeed in
his goal, he must talk to hem for at least a minute (sometimes longer), and
then attempt an Orate. If he succeeds, he may then create the spell. All
unwilling targets get a chance to resist the Oratory. Orate costs the same
number of MPs (or POW!) as the magic being invoked, plus 1 MP.

Poetry
Normal use is to recite brief poems that emulate Instant sorcery spells. A
poem's magic takes effect on a SR equal to the poem's nominal MP cost. The
effect costs the normal MPs plus 1.
    Poems only affect entities that can hear the recitation (and that are within
Range), but take effect whether or not the target understands Kralori
(naturally, all effective poems must be in a dialect of Kralori). If the
recitation is interrupted somehow (as with the poet taking damage), he can only
continue with a Concentration roll. Unless a Style is known, the poet can only
use spells as if he were a non-sorcerer.
    Focus - lets the poet teach a poem to someone else, spending the normal MP
cost for the spell. When this is done, the student can recite the poem once
(only). Note that a student would not learn "Venom". Instead, he would learn
"Venom 3, Range 2, Multispell 1", or whatever.
    Styles -- each different Arcane Art is a separate Style. Each such style costs
4 Mysticism to learn and 2 MPs to activate, above and beyond the normal spell's
cost.
    Example: Deentim says a brief poem about the brevity of life as he is charged
by three Pig Men. He decides to create a Venom 6, Multispell 3 vs. them. This
would cost a sorcerer 9 MPs, but it costs him +1 (because it's a poem) +4 (for
the two Arts activated), for a total of 14. It needs only 9 SRs to go off,
however, so it takes effect on SR 9 of that round.

Sing
Normal use is for songs that emulate temporal sorcery spells. The spell stays
in effect while the song is sung. The spell costs the normal MPs, plus 1 for
each round it is being sung.
    A Song only affects entities that can hear it. If a listener's hearing is
blocked, the song's effect may be reduced or cancelled, depending on how
effective the blockage is. All songs take effect on the user's DEX Strike Rank
exactly one round after the song begins. The singer must keep succeeding at
Sing to keep the effect up. If the singer needs to concentrate on nothing else,
he only needs to try a Sing roll each minute. Otherwise, he needs to Sing every
round. If a singer is injured, he needs a Concentration roll to keep singing.
When a song ends, whether voluntarily or because of skill failure, so does the
spell. Unless a Style is known, the singer can only use spells as if he were a
non-sorcerer.
    Styles -- Each different Arcane Art is a separate Song Style. Each such style
costs 4 Mysticism to learn and 2 MPs to activate.

Speak Kralori
All languages save Kralori are ignoble, and have access only to Low magic.
Speak Kralori's High Magic is powerful and costly, however. Basically, there is
no "normal" High skill, only the Focus.
    Focus -- the mystic speaks aloud, creating a magic effect identical to any
sorcery spell. He must spend the appropriate MPs as needed when enacting the
spell, plus a Speak Kralori percentile. The spell takes effect on the user's
DEX SR.

***************************************************
KNOWLEDGE SKILLS

Animal Lore
You can spend MPs to understand a given animal better, as per the following
table. This skill can be Focused, which enables you to apply the following
effect to all animals of the same species within view, up to your Mysticism in
number.

MPs     Understanding
1        feel the animal's emotions.
4        comprehend the animal's thoughts. It may have only very simple ideas and
concepts.
9        communicate your thoughts to the animal. It may only be able to comprehend
very simple thoughts.
16        force the animal to ignore you and anyone with you, so long as you do not
injure it.
25        enter Mindlink with the animal. An animal killed or wounded while in
Mindlink gives you 2d6 or 1d3 GHP damage,
        respectively. The animal can try to resist with its MPs vs. yours.
36        Harmonize the animal. If the animal has a different body form from your
own, your own body
        undergoes what appears to be an epileptic fit (but the animal is Harmonized).
The animal can try to resist.

    Style -- each species of animal is a different Style. The cost of a Style is
equal to the animal's maximum POW minus its (fixed) INT. For instance, Wolf
Style costs 13, because it has INT 5, POW 3d6. Hawk Style costs 9 (INT 3, POW
2d6). Once you know a Style, learning the Style of a closely-related animal
costs 1 point less. If you know two Styles of closely-related animals, the
third Style costs 2 points less, and so forth. Styles let you train an animal's
skills, as per normal training rules. Limitations of the animal's instincts and
body form apply.
    Example: a Wind Child wants to teach her eagle to drop rocks, which the GM
categorizes as Throw. Its starting skill is 0, and she trains it for 50 hours,
after which time it has a skill of 1d6+ its Agility bonus.. it can only drop
rocks, not throw them, due to limitations of the bird's physiognomy.
    Style Focus -each style has its own Focus, too, which lets you breed an animal
with unusual stats. Your scholar must start with a gravid female. Each Animal
Lore percentile lets you alter a stat by 1 point. If a stat is reduced below 0,
the animal is born dead. If a stat is increased above the normal species
maximum, the animal cannot breed with others of its type, but is a sterile
"mule". Using Animal Lore to modify APP lets you alter the animal's coloration,
thickness of fur, etc.
    Special - unusual abilities, such as hibernation, eyesight, fire-breathing,
etc., can be created, but for this the user must spend Mysticism. Normally,
such powers take several generations to succeed, and at least 1 Mysticism per
birth -- more, if the alteration desired is radical.

Calligraphy
This skill is also known as Read Kralori. It can only be used in the creation
of charms, but these charms can mimic any spirit magic the calligrapher
desires.

Craft [various]
The purpose of Crafts is to create Talismans.
    Talismans - a talisman is a permanent magic object, which continually produces
the mystic effect desired, if appropriate. Or it may only manifest the effect
when successfully used. It costs nothing to use a talisman. They are permanent.
They cause the designated High magic to remain constant. Creating a talisman
costs the mystic 1 POW, plus 1 skill percentile and 1 Mysticism per MP the
effect would normally cost. The crafter must have Adopted the High skill being
used.
    Example: A smith creates a talisman by engraving a copper stove with the
symbol for Fire and lowering his POW, Metalworking, and Mysticism each by 1.
The stove is now a talisman, and is perpetually lit with a candle-sized flame,
regardless of fuel. While it may not provide much heat, at least it's
self-lighting. If the smith had spent 1 POW, 3 Metalworking, and 3 Mysticism,
the stove would be perpetually ablaze with a reasonable cooking fire. Of
course, the fire could be doused by water, sand, or magic, but once the water
dries up, the sand shoveled out, or the dispelling magic worn off, the flame
returns.

[Elemental] Lore
The Kralori have some special Lore skills -- Dark Lore, Sky Lore, etc., and
these are used for elemental magic.
    Focus - when the focus is enacted, one of the following abilities can be
invoked. The example given are vs. Earth cults. Multiple foci can be enacted to
receive multiple abilities.
・ all the user's spells ignore a single named elemental protection. Example --
"My spells bypass Absorption."
・ all the user's physical attacks ignore a single named elemental protection.
Example -- "My attacks ignore Earthshield."
・ all the user's attacks do double damage (after penetrating armor) or have
+50 percentile chance of overcoming a single elemental-based creature. Example
-- "I want a boost vs. the big gnome over there."
・ a named elemental-based spell or effect is cancelled vs. you. Example -- "
No one can use Healing vs. damage I inflict" Note that this would only work on
Healing learned from an earth cult, if this power was derived from Attack
Earth.

Evaluate
Enables the user to sense an evaluated object's past. The distance of the
perception depends on the MPs spent:

        MPs         Duration             MPs     Duration
1        1 round             36    1 season
4        1 minute              49     1 year
9        1 hour              64     1 Wane
16        1 day              81     1 Age
25        1 week              100     permanent

The user only gets a very rough idea. For instance, if an object had spent
years on the ocean floor, the user would only get a vague idea of cold, damp,
and darkness. No specifics of any sort are named or mentioned, unless such is
essential to the object's nature, in which case you get only the sense that
this was the case. Example: "I sense that this sword was made for a specific
purpose".
    Focus -- enables the user to clearly understand the object's past, by getting
a simple description of its history. No names are provided, but simple
descriptions are given of past owners and creators. Example: "The rod was
created by an elderly human male."
    Style (4 Mysticism; 2 MPs to activate) -- a different style exists for each
individual object in the world. Gaining an object's style enables the user to
get a detailed image of the object's past.


First Aid
A mystic multiples the amount of healing that occurs on a successful First Aid
roll by the number of MPs spent. Application of High First Aid only requires a
single melee round. Thus, a special success after spending 5 MPs would heal
10d3 HP.
    Focus - lets the user use First Aid on the same wound more than once
    Styles (1 Mysticism; 1 MP to activate) - a separate Style exists for each
non-human species. Learning a Style enables the mystic to use First Aid (and
other healing magic) to full effect on the appropriate non-human.

Human Lore
Each MP lets you increase another human's ability in any skill by 5
percentiles. You must be able to speak with and encourage the person to do so.
The duration depends upon how many MPs are spent at the same time:

        MPs         Duration             MPs     Duration
1        1 round             36    1 season
4        1 minute              49     1 year
9        1 hour              64     1 Wane
16        1 day              81     1 Age
25        1 week              100     permanent

    Focus - lets you alter another person's statistics by 1. Thus, to raise STR by
3 costs 3 skill percentiles. The duration of the increase is as above.

Martial Arts
Styles -- duels between masters typically start with several rounds during
which nothing appears to be happening, but in fact the two combatants are
busily mustering one Style after another. There is a different Focus for every
Style, so if you used two Styles, you could choose to Focus neither, one, or
both. Example: if both Centipede Focus and Mantis Style are used at the same
time, and the user spent 6 MPs on the third round of successive Centipede
striking, the opponent's chance to parry or dodge would be reduced by 80
percentiles.

Bag Fu (4 Mysticism; 2 MPs to activate) The stomach muscles are highly
developed to resist damage, and can clench and grip. This Style may only be
learned and mustered by humans whose SIZ is 16+ (non-human students must be
similarly oversize). When a Bag Fu user is struck in the torso (i.e., stomach
or chest), the damage done is reduced by his current Damage Bonus. This even
applies to attacks such as Disrupt.
    A Bag Fu artist hit in the torso can choose to match his STR vs. his
attacker's STR. If he succeeds, the attacker's weapon is trapped and he must
either drop it or try another STR vs. STR roll nex round. If he clings to his
weapon (or if his "weapon" is a body part) the Bag Fu user has Closed with his
foe, regardless of the foe's weapon length. A Bag Fu artist's STR for grabbing
and holding enemy weapons is reduced by the armor points he wears. For
instance, a STR 18 Bag Fu user wearing 7-pt chainmail would grip with an
effective STR of 11. A Bag Fu artist cannot use his belly grab if he wears
stiff armor over the location struck, unless the attack pierces his armor.
    Focus - The roll for reduction to torso damage is maximized. Thus, a 1d4
damage bonus reduces torso damage by a flat 4. In addition, his effective STR
is increased by the same amount (i.e., 4, if his damage bonus was 1d4) for
gripping weapons.

Boar (4 Mysticism; 2 MPs to activate) A hit location is not incapacitated until
reduced to -2 or fewer HP. Thus, you won't go unconscious with 0 or -1 pts in
your head.
    Focus - You cannot be slain until you takes double damage. If you had 16 HP,
you'd only die at -16 or fewer HP.

Centipede (9 Mysticism; 3 MPs to activate) If your attack roll succeeds (even
if parried or dodged) strike again on the next strike rank. If you hit again,
keep going. Continue until you miss or choose to do something else. Such a
series of blows can "wrap around" the end of a round. You can parry or dodge
simultaneously, but only once a round.
    Focus -On each blow, your opponent's chance to Dodge or Parry is cumulatively
reduced by 10 percentiles.

Centipede (4 Mysticism; 2 MPs to activate) Lets you use Jump at the same time
as you attack.
    Focus - if you Jump into combat, that round your damage bonus is figured from
(STRx2) + SIZ.

Darkdemon (36 Mysticism; 12 MPs to activate) Darkdemon stylists soon become mad
killers, and are shunned or hunted. When invoked, each death the user delivers
in physical combat adds 1 to his Kill total. No other benefits accrue, unless
he chooses to enact the Darkdemon Focus.
    Focus -- Each time the Focus is enacted, the user receives one of the Five
Dark Powers.

The Five Dark Powers
・ First -- add your Kill total to the damage done on your next successful
Martial strike.
・ Second -- immediately heal your own damage by a number of points no greater
than your Kill total.
・ Third -- add your Kill total to your parry armor on your next successful
parry.
・ Fourth -- immediately add the Kill total to your personal MPs.
・ Fifth -- gain an extra action this round for every 5 deaths or fraction
thereof in your Kill total.

Dragon (9 Mysticism; 3 MPs to activate) When invoked, for each 10 percentiles
you choose to reduce your Martial Arts in a given attack, you increase damage
done by 2. Hence, reducing one's Martial Arts by 30 means that a blow does +6
damage.
    Focus -- a special success doubles the extra damage. Example: Sun Li rolls a
special success kicking a foe with a -30 Dragon Focus. The impact does 1d6 (the
kick) +1d6 (Martial Arts) +12 (the Dragon modifier doubled), totalling 2d6+12.
Oof.

Drunken (16 Mysticism; 6 MPs to activate) This is a crass Style which no
respectable Master would teach. However, it is not evil, just indulgent. The
user must be tipsy to invoke this Style. Once invoked, each round the user
rolls on the Drunken Master table to determine which Style he uses that round.
He gets the full benefits of that Style. If the Style requires more than one
round to use (such as Ox), he may use it for 1d3 rounds before he must reroll.
(Note: evil Arts such as Darkdemon, Ghoul, and Skeleton Claw typically cannot
be rolled up during a Drunken bout.)

Drunken Master table
1    Bag Fu (if the Drunken stylist is SIZ 16+. Else reroll)
2    Boar
3    Centipede (one round only)
4    Crane
5    Dragon
6    Falcon
7    Goat *
8    Leopard
9    Locust
10    Mantis
11    Monkey
12    Mountain
13    Ox
14    Ram
15    Rat
16    Rhino *
17    Serpent *
18    Sun
19    Swan
20    Tiger
21    Tortoise *
22    Web
23    Wolf
24    Reroll, and obtain the rolled skill's Focus (does not cost a skill
percentile)
25    Reroll twice, using both results.

* Spend MPs when one of these skills are first rolled in a fight, the total is
considered to be the extra Mysticism invested in all such Styles for this
round, and each subsequent time they are rolled during the fight.

Focus - a foe who fumbles while fighting the Drunken user does not roll 1d100
on the Fumble Table. Instead, the Drunken user gets to pick whatever result he
wishes from the table. If he picks "Roll twice" or "Roll three times", the dice
are rolled normally the requisite number of times.

Falcon (4 Mysticism; 2 MPs to activate) a successful blow strikes the hit
location of the boxer's choice, unless dodged or parried.
    Focus - the user's chance for a special or critical success is doubled.

Ghoul (9 Mysticism; 3 MPs to activate) an evil Art, supposedly invented by the
Huan To. On a successful blow which penetrates armor, the victim must resist
the attacker's MPs with his own, or the location struck is paralyzed. On
subsequent rounds, the victim can roll 1d20 for each paralyzed location. If he
rolls equal to or less than his current hit points in that location, the
paralyzation ends. Healing the damage does not end paralyzation, but obviously
increases chances of success. Protective magic defends against this effect as
if the attack were a spell with MPs equal to the total damage rolled before
penetrating armor.
    Focus -on a successful blow, the victim must resist the attacker's MPs or be
paralyzed even if his armor is not penetrated.

Goat (costs 4+ Mysticism; 2+ MPs to activate) Your skull becomes much tougher.
Each additional Mysticism spent beyond the first 4 increases head armor by 1d6
and also increases the damage on a successful Martial Head Butt by 1d4. If you
spend 8 Mysticism, upon mustering Goat Style you have +4d6 to head armor, and
+6d4 to Head Butt damage (and must spend 3 MPs to activate it). In addition,
when this Style is first mastered, the user gains the new skill of Head Parry
(basic head armor is 0). Success in this skill indicates that the enemy's blow
automatically hits your head unless physically impossible, even if the foe
aimed his blow or used Falcon Style.
    Focus -- Special successes with Head Butt always strike the enemy's head
unless this is physically impossible.

Leopard (9 Mysticism; 3 MPs to activate) The invoker can choose to reduce the
damage he will do on a hit by 1 or more. For each point he loses, his Martial
Arts is boosted by 10 percentiles. He can alter this from round to round.
    Focus -- If you refrain from attacking at all in a round, the following round
your Martial Arts are boosted by 50 percentiles. You can delay for several
rounds if you wish, in which case you get +50 for several rounds in a row.
Thus, delaying 3 rounds gives you +50 Martial Arts for 3 rounds.

Locust (16 Mysticism; 6 MPs to activate) This Style is considered
reprehensible, but barely tolerable. Your attacks destroy armor upon striking
it, shearing it away as you hit. Once armor is destroyed in a particular hit
location, hit points are reduced normally. If a target wore an 8-pt helmet and
you kicked him in the head for 6 pts, the helmet would be reduced to 2 pts.
Such damaged armor can be repaired physically or with appropriate magic.
    Focus - your attacks also destroy armor-like magic, such as Resist Damage. For
instance, a 3-point Locust hit would reduce a Shield 4's protection to 5 pts
(down from its normal 8). The Shield's countermagic effect would still be at 8,
though.

Mantis (4 Mysticism; 2 MPs to activate) You spend MPs at the moment of
striking. For each MP spent, your opponent's chance to Dodge or Parry is
reduced by 10 percentiles.
    Focus - the opponent's chance to Dodge or Parry remains lowered for the rest
of the combat.

Monkey (9 Mysticism; 3 MPs to activate) For each 10 percentiles you reduce all
your skills, you can attack one additional time that strike rank.
    Focus -- you may choose to roll a single time to determine the success or
failure of all the attacks you make in a single strike rank. Damage done, armor
penetration, etc. is still figured separately for each blow.

Mountain (4 Mysticism; 2 MPs to activate) For each MP spent when invoking
Mountain, you may increase your parry AP by 1 on a successful Martial Fist
Parry (or a Head Parry, if Goat Style).
    Focus -- If your parry armor exceeds the damage rolled by an attacking weapon,
the weapon takes the difference in damage to its own APs, weakening or even
breaking it. This does not apply to natural weapons such as Fist, Kick, etc.

Ox (9 Mysticism; 3 MPs to activate) increases physical power. For each round
you delay your attack, increase the damage you do by 1d3 on a successful
Martial attack. Can be used to break through doors, etc. There is no limit to
the amount of damage you can accumulate using this. You can Parry and Dodge
while accumulating Ox Style force, but if you are wounded, you need a
Concentration roll or you must start over.
    Focus -- you need only delay a strike rank instead of a round for the same
bonus.

Ram (4 Mysticism; 2 MPs to activate) This style aims at perfection of the
user's Fist skills. It enables the user's Martial Fist attack to do +2d3 damage
instead of +1d3, plus the user's Martial Fist Parry blocks 9 points instead of
6.
    Focus -- damage to the user's arms is reduced by the user's damage bonus plus
3. An artist with a 1d4 damage bonus reduces arm damage by 1d4+3.

Rat (4 Mysticism; 2 MPs to activate) you are enabled to fight in the dark or
other restricted situations. For each extra MP spent when Rat Style is invoked,
you can reduce the penalty for fighting so handicapped by 25 percentiles.
    Focus -If you spend enough MPs to cancel out the complete penalties faced, you
can then spend additional MPs to increase your skills, up to the penalty's
value. Thus, fighting blind normally subtracts 75 percentiles. By spending 6
MPs, you can not only ignore this penalty, but can add another 75 percentiles
to your attacks and parries, until the lights go on.

Rhino (variable cost; variable MP activation) When invoked, the user adds his
total Mysticism in Rhino Style to any successful hit for knockback purposes
only. In addition, the user can add the total number of SRs for which he has
been steadily moving in a straight run at the target. Once the user hits, he
ceases movement and starts over again. This also applies if he is forced to
significantly alter his direction.
    Focus -- On a special success, knockback is doubled.

Skeleton Claw (25 mysticism; 9 MPs to activate) An evil Art. The user's body
weapons become capable of punching through flesh and bone (this art is
practiced on human skulls). It can only be used on natural weapons (fist, kick,
head butt, grapple), no others. The user's damage bonus (but no other damage)
ignores all armor and armor-like spells on a successful Martial strike. Spells
such as Resist Damage only affect the main damage roll, not the bonus. Parry
armor does block Skeleton Claw, but the Claw user's damage bonus is subtracted
directly from the weapon's hit points (on a Fist Parry this would be the user's
arm). Toad Power (see under Summon), Bag Fu, and Ram Focus can also reduce or
block damage by Skeleton Claw to appropriate body parts.
    Focus -- the user's damage bonus on a Martial Strike is always the maximum
possible roll.

Serpent (variable cost; variable MP activation) Instead of attacking, you make
mesmerizing gestures. You can still parry and dodge. Match the Mysticism
invested in Serpent Style vs. the target's MPs. If he is overcome, his mind is
clouded and all his skills are halved. He can attempt to throw off the
mesmerism by succeeding in a Concentration roll, attempted once per round.
    Focus -- the target's Concentration roll is reduced by your Serpent's
Mysticism total. If this reduces his chance to 0 or less, he cannot escape
until you choose to release him or cease using Serpent Style.

Sun (16 Mysticism; 6 MPs to activate) Permits you to attack at a distance. On a
successful Martial strike, you can affect a foe up to your Mysticism in meters
distant. If he is aware of your assault, he can parry or dodge. If Sun Style is
adopted for a missile weapon, it increases the weapon's normal range in meters
by the user's Mysticism, and its maximum range by his Mysticism x 5.
    Focus -- spend MPs each time you attack. For each MP, you can affect one
target with your ranged blow. Spending 0 or 1 MPs only lets you hit a single
target.

Swan (4 Mysticism; 2 MPs to activate) A defensive style. Lower your attack for
that round by as many percentiles as you wish, and all opponents' chance to hit
you with melee weapons is reduced equally.
    Focus -- missile attacks on the user are affected as well.

Tiger (9 Mysticism; 3 MPs to activate) All skills are lowered by 50
percentiles, but any Martial Hit maims the part of the body struck (i.e.,
breaks a wrist, puts out an eye, etc.) if the blow penetrates armor at all.
This reduces the struck hit location to 0 HP. Extremely tough foes have some
resistance to this -- if the blow does less damage than 1/5 the location's
current HPs, this effect does not take place. A blow that already knocks the
target location to 0 or less does no additional damage.
    Example: A Tiger artist rolls 7 points of damage to an enemy's chest, which
has 6 points of armor and 6 HP. Only one point of damage gets through the chest
armor, and this is less than 1/5 the chest's HP, so only a single point of
damage is done. On the next round the exact same thing happens, but this time,
the single point that penetrates is now equal to 1/5 the remaining 5 chest HPs,
so the foe's chest drops to 0 HP, and it is assumed that his collarbone snapped
(or something similar).
    Focus -- On a successful blow, the target location is reduced to a negative
value just 1 less than double damage. For instance, a arm that, undamaged, had
4 HP would be reduced to -3. A blow that already knocks the target to 1 short
of double damage or less does no additional damage.

Tortoise (10+ Mysticism; 4+ MPs to activate) The first 9 Mysticism do nothing.
The 10th and each subsequent Mysticism increases the user's armor over his
whole body by 1 point vs. damage done by metal or stone weapons. It has no
effect on wood, bone, or natural weapons such as fist, kick, etc. Coating a
blade with a natural substance such as insect lacquer also voids the Tortoise
effect, so naturally Tortoise users keep their possession of this Style secret.

    Focus --adds +9 to the Tortoise armor on any round in which the user does not
cast offensive spells or attack.

Web (4 Mysticism; 2 MPs to activate) Enables the user to parry missiles with a
successful Martial parry. A special attack still requires a special parry, and
a critical attack a critical parry.
    Focus -- The user can continue to parry successive missiles in a round until
his Martial parry fails.

Wolf (4 Mysticism; 2 MPs to activate) The user does not lose fatigue while
fighting, except via enemy magic.
    Focus -- The user may add his Martial Arts score to all his Perception skills.


Mineral Lore
Enables you to enhance the properties of an unenchanted mineral you are
touching. Costs 3 MPs per ENC (can be pro-rated). The potential enhancements
include:
・ doubles a natural property. For instance, causing a lodestone to be twice as
magnetic; rendering quartz twice as transparent; making lead weigh twice as
much.
・ Cause a Rune metal to behave as if enchanted (no effect on bronze or most
alloys).
・ the mineral rings aloud. All sources of the same mineral within 10m (+10m
for each ENC over 1 in the enhanced lump) ring softly in unison with it,
enabling the sage to identify both direction and approximate location (unless
walls, etc. are in the way). Larger sources ring more loudly.
Focus --lets you adopt a property of a mineral you are touching. It only takes
a tiny fragment of the mineral to do this. For example, touching a lodestone
gives you a natural sense of direction. Touching silver lets your bare fists
harm a lycanthrope. Touching gold causes you to glow. If the GM determines that
a magic spell would result from this activity, he can charge you MPs
appropriate to the spell (or POW, if the spell is a Rune magic).
    Style - each style masters the properties of a particular mineral.

Metal Style (9 Mysticism; 3 MPs to activate) this is actually seven different
Styles, one for each metal. Each property of the mineral must be activated
individually. Thus, a person wearing 10 ENC of Lead Armor would receive +50 to
his Stealth if he activated the Skill aspect of Lead.

Metal    Skill         Stat      Defense    Domination
Lead        Stealth    POW     Dark     Earth
Mercury    Agility    DEX         Sea          Sky
Copper    Comm.    CON         Earth     Storm
Bronze    Manip    STR         Storm     Sea
Gold        Know    INT         Sky          Dark
Silver    Percep    APP         all          none
Iron        Combat    HP         none     all

・ Skill: the named skill category is boosted by 5 per ENC.
・ Stat: the named stat is increased by 1 per ENC..
・ Defense: per ENC, the mystic receives +1 armor, or +1 to a stat used to
resist an effect, or 5% chance to shrug off an attack, when the attack comes
from the named element. Example: 2 ENC of Gold would give the user 2 pts of
armor vs. a salamander, a gold sword, or Fireblade, +10 to resist Sunbright,
and a 10% chance of ignoring Sunspear.
・ Domination: per ENC, the mystic receives +1 damage, or +5% to his chance of
overcoming a defender, or cancels out 1 point of Defense, when attacking vs.
the named element. For instance, holding 1 ENC of Gold while Disrupting a Shade
would add +1 to the damage done.

Gemstone (4 Mysticism; 2 MPs to activate) Glorantha has as many types of gems
as Earth, perhaps more. Each has its own Style and all have their own famous
mystic properties (example: Amethysts are resistant against drunkenness and
other mind?diminishing effects). This Style lets the gem's power be made
manifest. GM must adjudge according to his understanding of the various
gemstones.
    Magic Crystals (4 Mysticism; 2 MPs to activate): each different type of magic
crystal has its own Style. A crystal's powers are permanently increased by 1
for the wielder once he has activated its Style. Thus, an unpowered crystal
would hold 1 extra MP, and a Healing 2 crystal would become a Healing 3.
    Alchemy (1 Mysticism; 1 MP to activate): each different type of potion has its
own Style.
    Other (costs vary): in general, all minerals have their own Styles, to be
determined by the GM.

Plant Lore
Effect varies with MPs spent.

MPs     Knowledge given
1        the general condition of the plant touched.
4         the plant's exact health and/or sickness, and may suggest a cure.
9         all the plant's special properties, if any.

Focus -- use the Focus to grow a variant of a plant or to hybridize two
different plants. The plant's natural tendencies and properties must be taken
into account. The more Foci that are applied, the more impressive the plant's
differences become. Any one property of the plant can be changed by up to 10%
higher, lower, or otherwise apart from the norm for each Plant Lore Focus
spent.
    Example -- a gardener with heaps o' Mysticism wishes to grow an extremely
large strawberry. She spends 20 percentiles, and when the seedling fruits, the
strawberry is 200% larger than the norm; i.e., 3 times normal size. She spends
another 20 Percentiles next year to enlarge the berry by another 200%. This
triples the new berry's size, making it 9 times the size of a natural berry.
She soon discovers that her monster berries get rotten on one side from
trailing in the dirt -- the plant's stalks are not strong enough to support the
huge fruit. The next year she uses Plant Lore to enhance stalk strength. She
notes that the new plant requires significantly more fertilizer and water than
a normal strawberry, but that is the nature of plants. If instead of spending
40 Plant Lore over two years, she had spent 1 per year over forty years, her
final berry, which would have been gently increased in size by 10% a year,
would have ended up being 45 times as big as a natural berry, instead of just 9
times. Such are the fruits of patience.
    Style (1+ Mysticism; 1+ MPs to activate) each species of plant is a different
Style. Most Styles cost only 1 Mysticism, but unusual plants such as Darkfoil
cost 4. Very unusual plants cost 9 Mysticism. The Style must be used with the
Focus and permits you to grow a completely new feature on your plant, instead
of just exaggerating or diminishing an old one. Each Style activation creates
one (1) new feature, which emerges as a rudimentary stub about a millimeter
long. The Focus can then be used to make it larger. Be reasonable. If you try
to grow a 1 meter long nut on a rosebush, the bush will die before finishing
the seed.

Shiphandling
Each MP spent raises a vessel's Seaworthiness by 1 or its Structure by 1d6.
When the effect ends, the vessel loses the extra Seaworthiness or Structure,
which may cause it to break up.
    Style (4 Mysticism; 2 MPs to activate) each individual vessel counts as a
separate Style. Each 3 MPs spent on this vessel can be used to render 1 point
of the ship's Hull Quality such that it does not decrease when exceeded by
damage; or to raise its maximum speed by 10%.

Treat Disease
Each MP increases the target's appropriate statistic by 1 for the purpose of
successfully throwing off a disease's effects only.
    Focus --permits the mystic to attack a spirit which is possessing a victim in
spirit combat simply by touching the afflicted person. If the mystic loses the
combat, the spirit enters him, and leaves its original victim. If the mystic is
victorious, the spirit is cast out.
    Style (9 or 16 MPs; 3 or 6 MPs to activate) one style per disease. Potentially
lethal diseases cost 16 Mysticism, and non-lethal ailments cost 9. When a
healer knows a disease's style, then just by touching a victim and spending 1
POW, that disease is instantly cleansed from the victim's system.

Treat Poison
Each MP increases the poison purged from the target's body by 1 POT.

World Lore
High World Lore masters are registered by the Kralori government, and use of
this High magic outside the user's property is punishable by law. The main use
of the Lore is to predict the weather, tides, temperature. MPs spent are used
to peer into the future.

        MPs         Predictive Level    MPs     Predictive Level
1        1 round             36    1 season
4        1 minute              49     1 year
9        1 hour              64     1 Wane
16        1 day              81     1 Age
25        1 week
Special Modifiers: Tides, seasons: -1 level
Typhoons, Tornadoes; +1 level
Quakes, Volcanoes; +2 levels

NOTE: the effects of an Age's end, magic, divine intervention, or other
unpredictable events can render a prediction useless.
    Style -- may be used to alter the weather, tides, temperature, etc. The radius
of effect equals the user's Mysticism in meters. A Style may be activated
multiply at the same moment. For instance, a man who knew Wind Style could
activate it 11 times at once to increase windspeed by 11 kph.
    Wind (1 Mysticism; 1 MP to activate) alter windspeed by 1 kph, or wind
direction by 1 degree.
    Rain (1 Mysticism; 1 MP to activate) alters the chance of precipitation by 1%,
the amount of precipitation by 1%, or increases/decreases cloud cover by 1
percentile.
    Sun (1 Mysticism; 1 MP to activate) alters the temperature by 1 degree C up or
down.
    Sea (1 Mysticism; 1 MP to activate) alters wave height or sea-current strength
by 1%.
    Earthquake (25 Mysticism; 9 MPs to activate) provides a 1% chance of
triggering an earth tremor, if the area is already subject to tremors, or adds
+1 to a tremor's STR.
    Volcano (25 Mysticism; 9 MPs to activate) provides a 1% chance of triggering
an eruption in an active volcano.
    Other Styles can be invented using the forgoing as a guide.
    Focus -- used only with Styles, and is used to increase range by multiplying
the radius in meters by the user's POW score. Multiple Foci can be taken at
once. Thus, a mystic with POW 13 and Mysticism 50 who invoked his Focus thrice
would receive a radius equal to 50 * 13 * 13 * 13 = 110,000m radius, or 110km.


*************************************************************
MAGIC SKILLS

Ceremony
Permits you to use Ceremony to increase chances at a non-magic skill. Each
round spent in Ceremony increases your chances by 10%, and costs 1 MP. The
target skill cannot be increased beyond your Ceremony, nor can it be more than
doubled.

Enchant
Enchant is a bit different in Kralorela, because most Kralori High skills
already incorporate the ability to construct simple magic items. The skill lets
the enchanter make "blank" charms by spending MPs and crafting the charm. He
can give these to anyone he pleases, and the wielder can turn them into any
charm he is able to make by spending Skill percentiles alone, at no MP cost.
Remember: the Skill percentile loss is based on 1 per 10 ostensible MPs spent.

    It can also be used to construct blank Talismans by spending POW and
Mysticism. A crafter can then finish the Talisman by spending skill percentiles
only.
    Example: Lo Sang, enchanter, makes an 8 MP blank charm. This is used by a
cobbler to make a pair of bootlaces that enable the user to jump particularly
well, once. The cobbler spends no MPs, but is now 8 "MPs" towards losing 1
percentile off Craft Leather.

Summon
Summon can be used only in conjunction with Styles.
    Flux (25 Mysticism; 9 MPs to activate) the sage is able to freely switch his
characteristics from stat to stat. For instance, he can take points off INT and
add them to DEX. It takes an hour of meditation and a successful Summon to move
a single point from one stat to another. A Flux user can also exchange HP and
MP at will, taking 1 melee round and a successful Summon to move as many HPs
into MPs as he wants or vice versa. He may take (or receive) the HPs as either
general or specific damage, at his whim. If a flux user wishes to return to
normal, it takes just one hour, he needs no Summon, and all his characters are
changed by the hour's end. In addition, when he falls asleep, the points change
back over an hour's period.
Inner Force (costs variable Mysticism) there are seven varieties of Inner
Force, each with a separate name. All function similarly. By expending one's
own vital power, he can call forth the elemental power that he has inculcated
and use it to perform feats. Basically, he can mimic any spell connected with
his Inner Force. However, instead of just paying MPs or POW normally, he can
expend other attributes.

To Get                     Cost in points
1 MP worth of spell        1
1 Art to manipulate it        3
1 POW worth of spell        8

Inner Shadow (16 Mysticism; 6 MPs to activate) used for all darkness and
dark-oriented magics. Unique stat = POW
Inner River (16 Mysticism; 6 MPs to activate) used for all water, and
sea-oriented magics. Unique stat = DEX
Inner Earth (16 Mysticism; 6 MPs to activate) used for all earth and
earth-related magics. Unique stat = CON
Inner Wind (16 Mysticism; 6 MPs to activate) used for all wind and
storm-related magics. Unique stat = STR
Inner Flame (16 Mysticism; 6 MPs to activate) used for all sky and fire-related
magics. Unique stat = INT
Inner Emptiness (9 Mysticism; 3 MPs to activate) used for chaos-related magics.
Unique stat = SIZ Note: adopting this particular Power is considered evil, and
the user becomes chaos-tainted.
Inner Balance (36 Mysticism; 12 MPs to activate) used for magics clearly
unrelated to chaos or one of the five elements, or that incorporate facets of
all five elements. Unique stat = APP

Each FP and MP provide 1 point. Each HP provides 4 points. Each characteristic
pt (STR, CON, SIZ, etc.) provides twice its value in points. Hence, a SIZ 16
mystic who sacrificed 1 SIZ would get 32 points. A characteristic pt unique to
the Inner Force provides five times its value in points.
    Example: Evil Nim is trapped by rightous warriors. Desperate, he sacrifices 1
of his 16 SIZ to Inner Emptiness. This gives him 16x5 = 80 points to spend on
spells to defend himself. Since each 8 pts = 1 POW, this could give him up to
10 pts worth of chaotic Rune magic!

    Toad (costs variable Mysticism) When acquired, you must select one hit
location as your "gate". Initially, this has no effect. As you rise in Toad
Power, you become more and more resistant to damage. If your gate location is
incapacitated or severed, the Toad effect becomes dormant until the gate is
fully healed. If you can move your gate, you still may not move it out of an
incapacitated location, because Toad Style is already dormant. The would-be
Toad user must must learn the Degrees in order. Each new degree costs its full
Mysticism to gain.

Degree    Mysticism    Effect
1st            4         damage to non-gate locations reduced by 1.
2nd            9         damage to non-gate locations halved after penetrating armor.
3rd            16         normal hits on non-gate locations ignored.
4th            25         Normal and special hits on non-gate locations ignored.
5th            36         All hits ignored except special or critical hits on gate.
6th            49         All hits ignored except critical hits on gate.

Bonus Toad Effects are learned separately from normal Toad Power.

Move Gate     (9 Mysticism) gain ability to move gate to a new location by
meditating for one hour.
            (25 Mysticism) gain ability to move gate to a new location on each new round
of combat
Anti-Magic    (1 Mysticism) damage to non-gate locations is reduced by 1.
(4 Mysticism) damage to non-gate locations is halved.
(9 Mysticism) 9 hits on non-gate locations are ignored.
        NOTE -- the Anti-Magic effect permits Toad to work vs. magic damage, too, not
just physical injury. Does not affect
        non-damaging spells such as Demoralize or Sneeze.

    Unity (100 Mysticism; costs 34 MPs to activate) This renders the user
constantly in balance with the cosmos. The mundane effect is that all damage,
fatigue, MP loss, characteristic loss are healed at the beginning of the round
after they occur. The Unity user is totally immune to any and all effects and
spells causing temporary characteristic loss or increase (such as Coordination
or Diminish STR). However, permanent characteristic loss (such as disease or
Tap) causes an effect -- the Unity user's characteristic still returns to
normal the round following the loss, but for each point lost, he loses 1 Summon
percentile, and Mysticism losses are still real.

    Void (16 Mysticism; costs 6 MPs to activate) This is considered an evil Power,
verging on chaotic. The user manifests a faint aura of Chaos to those who can
detect this. The user's body and soul continually seek balance. The mundane
effect is that if the Void user is below his ostensible norm in MPs, fatigue,
HPs, STR, CON, POW, etc., he can touch another being and drain the missing stat
to replace his losses. Each round he performs this effect, he gains 1d6 points.
Thus, he can drain MPs if his current MPs are lower than his POW. General HP
loss and damage by location are treated separately -- general HP loss is
transferred as general HP, and damage by location is transferred from his own
injured location to the location he touches on the target (thus he could
transfer damage from his leg to a target's head). The user can restore
characteristic loss due to disease or Tap, but only up to his original rolled
total. Skill percentile and Mysticism losses cannot be restored. A Void user
cannot transfer diseases or covertly-possessing spirits, but he can transfer
losses caused by these. Normally, a Void user does not fear possession, for he
can destroy such a spirit by Tapping his own POW, then draining POW from the
spirit to replace it. If a target wishes to resist, the Void user must overcome
him in an MP vs. MP roll.
    The Void Power is a two-edged sword, for it also causes him to dump excess
points. For example, if his MPs are higher than his POW, any being who touches
him and wants those MPs can siphon them off (the Void user can attempt to
resist). If a Void user is somehow transformed into an incomplete creature, he
becomes naturally imbalanced, and dire consequences ensue. For example, if he
becomes a herd man, the creature finds itself constantly attempting to drain
INT from any non-fixed-INT entity which touches it, yet though the INT is
drained, the herd man's INT does not correspondingly rise (as its INT is fixed
and immovable). A vampire Void user is even more unstable. Each round he is in
contact another being, he must match MPs vs. MPs. If he wins, he drains 1d6 of
the target's MPs. If he fails, the target siphons off 1d6 of his MPs. Other
types of incomplete transformations are similarly monstrous.

***********************************************************
MANIPULATION SKILLS

Conceal
Each MP spent causes 1 SIZ of the concealed object to become completely
indetectible to one named sense. Example -- by spending 4 MPs, a SIZ 4 chair
could be camouflaged so that was utterly invisible. However, it could still be
felt, or heard if it was knocked over, or smelled if made of cedar or some
other aromatic wood, etc.

Devise
Permit the user to make Charms for skills he does not possess. For every 10
MPs spent, he loses 1 percentile from the skill in question as well as 1
percentile from his Devise skill.

Sleight
Permits the user to emulate any sorcerous illusion spell. The spell cost is 1
more than normal.
    Styles - each different Arcane Art is a separate Sleight Style. Each such
style costs 1 Mysticism to learn, and 1 MP to activate.

Play Instrument
Magic music can emulate any ranged sorcery spells. If the spell is temporal, it
stays in effect while the music is being played. Instant spells are formed by
just a brief musical glissando (or whatever). The spell costs 1 more than its
normal MPs.
    Music only affects entities that can hear it. If a listener's hearing is
blocked, the music's effect may be reduced or cancelled, depending on how
effective the blockage is. The music takes effect on the user's DEX Strike
Rank. The musician must keep succeeding at Play to keep a temporal effect up.
If the musician needs to concentrate on nothing else, he only needs to a Play
roll each minute. Otherwise, he needs to Play every round. If a musician is
injured, he needs a Concentration roll to keep playing. When the music ends,
whether voluntarily or because of skill failure, so does the spell. Unless a
Style is known, the musician can only use spells as if he were a non-sorcerer.

    Styles -- Each different Arcane Art is a separate Song Style. Each such style
costs 4 Mysticism to learn and 2 MPs to activate.


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PERCEPTION SKILLS

Listen
Used to listen at a distance, as with the sorcery of Project Hearing, except
the limit to the spell's Range is the user's Mysticism, and when the user
ceases Listening, the effect ends. In addition, the user can still hear things
at close range -- i.e., he is not in a trance state.

Scan Used to peer at a distance, as with the sorcery of Project Sight, except
the limit to the spell's Range is the user's Mysticism total, and when the user
ceases Scanning, the effect ends. In addition, the user is still able to see
things that occur at close range -- i.e., he is not in a trance state.

Search
Used to peer through walls and other solid objects. The maximum solid substance
peered through is a number of centimeters equal to the MPs squared. Thus,
spending 10 MPs would permit the user to peer through 100cm. Thick substances
still cloud the view, and the user's Search skill is reduced by 1 percentile
per centimeter of thickness.

Track
Used to get a better idea of what made the tracks.

MPs spent        Result
1            Exact species identified.
4            Exact individual identified, if known, otherwise, its age and sex are
learned.
9            Exact condition of creature known (i.e., injured, ill, pregnant, hungry,
etc.)
9            Exact STR, CON, SIZ, DEX, HPs per location, and FPs
16            Exact INT, POW, MPs, and all spells in effect on the target when it made
the track

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STEALTH SKILLS

Hide
Alters the mystic's appearance. Each MP alters his APP by 1, or changes 1 hit
location into the semblance of something else, or alters 1 point of his
apparent SIZ. For instance, a SIZ 12 thief could use 12 MPs to turn himself
into the semblance of a large rock. If he spent an additional 11 MPs when
constructing the effect, he would look like a SIZ 1 rock. If the caster speaks
or uses another skill while using this effect, it ends at once. He can move,
but someone who sees a stove inching across the floor might get suspicious.

Sneak
Create or conceal a sound elsewhere. This is done just as with the sorcery of
Phantom Sound, except the limit to the spell's Intensity and Range is the
user's Mysticism total, and when the user ceases using Sneak, the sound ceases,
too. It can be used to muffle sounds; i.e., the reverse effect, too.

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WEAPON SKILLS
Any weapon can be adopted by spending a Mysticism. This is done separately for
each specific type of weapon. For instance, adopting Scimitar means that
Scimitar Attack and Parry have both been adopted. However, Broadsword Attack
and Parry receives no benefit, and broadsword must be adopted separately, even
though both Scimitar and Broadsword are 1H swords . Adopted weapons receive the
benefit of the user's Martial Arts. Adopting a weapon when you lack Martial
Arts is pointless. Natural attacks (fist, kick, grapple, head butt) are already
considered to be adopted for free. When using adopted weapons, a successful
Martial strike adds+1d4 to damage. A successful Martial parry blocks an extra
point of damage.
    Styles -- Certain weapons are better-fit for use with Martial Arts. After one
of these weapons is adopted, you may also choose to apply a Martial Style that
you know for use with the adopted weapon (such application costs 1 extra
Mysticism per Style). Style application is only possible with the listed
weapons. For instance, a staff is a type of Maul, but no other Maul has access
to any Styles. To take another case, heavy mace and singlestick are both 1H
Mace, but have differing Ranks. A user could adopt 1 Style for his heavy mace
and 4 totally different Styles for his singlestick. Certain Styles can be used
automatically, because they do not affect weapon use, such as Bag Fu and
Serpent. Other Styles cannot be used with any normal weapon, such as Goat and
Ram.
    Example -- Tsu Sun, Kakwanda master, adopts Staff as a High Art. He knows no
less than eight Styles, but can only apply 4 to a staff, because it is a Rank 4
weapon. He chooses to apply Dragon, Monkey, Mountain, and Tiger by spending 4
Mysticism. He can no longer adopt any further styles for Staff. He also adopts
Shuriken as a High Art, but for its Styles, he selects Centipede, Crane,
Monkey, and Swan.

Martial Arts Weapons and Rank
Rank 4 -- nunchaku, staff, shuriken, singlestick
Rank 3 -- dagger, spear, king of swords, queen of swords
Rank 2 -- bow, dart, war shovel, whip
Rank 1 -- crossbow, battle axe, heavy mace, javelin


Vormain Magic
Vormain split off culturally from the rest of the east at a very early stage in
prehistory, and they developed differently. Their color-magic is derived from
mysticism, but crystallized in stricter, more rigid forms by the harsh
discipline required by the gods of Vormain to survive the break up of ancient
Vithela,