Chi

Takes all the chi-related effects from the standard Fertility schtick and adds in Garry Handelman’s Countermagic effects. It can use the Blast schtick of Chi in the same way as the Weather sphere can use Lightning.

Chi Special Effects

De-Attunement. Severs links to feng shui sites. Difficulty is the target’s Sorcery, Magic, or number of attuned sites ×3.

Harvest Chi. Spend a magic point and add 1d6 to any task check. The magic point must come from a ritual or your own personal Magic stat; power point storage items do not channel the energy properly for using it to manipulate probability.

Observe Chi. Take 30 seconds to precisely peg a person’s Chi rating, observe the nature of active magicks, etc.

Steal Chi. Spend a magic point and subtract 1d6 from another person’s task check. Like Harvest Chi, it cannot be used with a power point storage item.

Restore Chi. Remove disruption by Sorcery or Creature Powers.

Disrupt Magic. Using this ability counts as a 1 shot defensive action when defending yourself or someone standing within arm’s reach, 2 shots for someone close by, 3 shots for anyone at all. Do it when a bad guy is casting a spell, not necessarily at you. If you can beat his Sorcery Action result with your own, his spell is canceled.

Disrupt Beings. As per the Chi effect of Blast, but only effects Supernatural Creatures, and ignores creature armor and damage immunities. You may use your Sorcery when defending against arcanowave or creature power attacks even if you do not have Blast.

Soul Mask. Anytime anyone attempts to use supernatural methods, of any sort including Chi powers, to detect you or gather information about you, add your Sorcery to the difficulty, even if the base difficulty is your sorcery. You can spend a magic point to extend this benefit to any person you touch for one day.

Enchantment. Potions, scrolls, one-shot items, charging wands.

Chi II

The next level of Chi provides some of the more impressive powers.

Chi II Special Effects

Astral Flare. Creates a flare of energy that can blind spirits, screw up certain categories of detection spell, and serve as a beacon to spiritual entities a great distance away.

Chi Blast. As the Blast schtick.

Disenchant. Spend a Magic Point and select an enchanted object (not arcanowave device), or person. Strip them of all magical effects presently on them. Difficulty is the highest appropriate action value (arcanowave device, sorcery etc. etc.) of the individual(s) responsible for the enchantment(s) or other magical effect(s). This does no harm to supernatural creatures, nor does it damage arcanowave devices or their users, but can free them from the effects of said.

Mana Dissolution. Roll a magic check with a difficulty of 15. For the next (outcome) days, the magic juncture modifier in a sphere (outcome)x5 meters around you drops by (outcome), so does the arcanowave device and creature power modifier.

Enchantment. Most magic items below the legendary level.

Sustaining. (T3.) When you use a magical effect of duration other than instant, you may spend a Magic point to extend the duration to a whole session. You must opt to do this before you roll any dice. There is a –5 Action Value penalty to such spells. This can be mighty useful, but the Gamemaster may not allow it for all effects.

Chi III

The next level of Chi provides some of the more impressive powers.

Chi III Special Effects

Permanent effects. Metamagic.

Anti-Magic Shell. (T3.) Spend Magic point and roll: you become the center of a sphere (diameter equal to your Magic rating in meters) in which all magical effects suffer a penalty equal to your Action Result. This lasts a number of sequences equal to your Magic rating; spending additional Magic points scale it up to minutes, hours, days, weeks, and months. You can keep it centered on yourself as a continuous action, but as soon as you drop concentration it will remain stationary.

Permanency. You can make any magical effect permanent through the expenditure of Magic points, usually 20 or the AV of the effect. Unlike enchanted items, permanent spells are dispellable, though it usually takes some work. On some islands, permanent spells cannot be dispelled through raw power, but there is an associated geas or riddle associated with the spell that must be solved in order to take it down. Divination can usually discover said geas or riddle, sometimes without even beating the AV of the spell.

Intangible Tunnel. (Ars Magica.) Opens a magical tunnel to a place with which you have a symbolic or material link, allowing spells to pass either direction. Each use costs five Magic points and lasts for three shots.

Channel. You may create a magical conduit between yourself and another character or even a place. You and your target must have a magical link of some kind, and you must either see your target, or you must both work simultaneously to create the effect. This requires communication or a previous agreement. Only you need know this level of Chi.

Once this link is created, you can cast spells through the magical conduit, and the effect will originate from your linked character or object. Each such spell costs you a single Magic point, and both of you three shots. You are allowed to use the best Sorcery skill. The character actually in place does the targeting and the spellcaster decides which spells to cast, as the power gives very basic communication and no or vision.

Remote. You symbolically link yourself to something, and you can then cast spells through that object. You must touch the object and spend a Magic point to activate it for a session. Favorite objects are ritual dolls, holograms, illusions, statues or objects significant to your tradition, such as great trees for a druid. It cannot be small enough to count as a personal object, it must be cumbersome enough that somebody who wishes to protect it counts as defending somebody else.

Whenever you focus your attention upon this object, it starts to glow, hum or otherwise draw attention to itself, being about as noticeable as you would be if you were there and casting spells. Sublte magic might be a good idea. It counts as an unnamed character with your Sorcery as its Dodge value, and you can cast spells through it using your Sorcery. If “killed”, it is rendered permanently harmless. You can actively defend the object with your Sorcery.

Enchantment. Quest items. Invariant items. (Invariant items are enchanted items that can only be permanently destroyed in a particular way. They aren’t otherwise indestructible; they just will pop up elsewhere, possibly entire islands away...)