Catalyst
Adept Rules
With the
mana level of the earth continuing to rise, magic, while still
rare, is becoming more prolific. Not only is it manifesting more
often, but it is manifesting in new ways as well. One of those new
avenues is the Catalyst, a newly emerging Adept. Unlike
most other Magicians, Catalysts are neither Hermetic nor Shamanic
in nature. Catalysts cost 12 character creation points to make,
falling somewhere in between B and C priority.
While unable
to cast spells himself, a Catalyst has the unique ability to
augment another Magician's spellcasting. In order to augment a
spell, the Catalyst must first be aware that a spell is being
cast. Although a Catalyst does not have Astral Perception, he does
have a variant of the Physical Adept Magic Sense power. This
ability allows the Catalyst to detect the presence and active use
of magic within a radius of a number of meters equal to his Magic
Rating x 5. This ability is always active once his magical
aptitude manifests itself and cannot be turned off. Fortunately
for the Catalyst, this version of the Magic Sense power doesn't
make him astrally active. The Magic Sense ability is treated as
Astral Perception when magic is present or used within its area of
effect. The Catalyst rolls a number of dice equal to his Magic
Rating to detect and interpret the type of any magical beings and
Foci within his area of detection. For all intents and purposes,
this ability is treated as the Astral Perception ability, except
it is interpreted as a sixth sense, rather than a visual image.
Spells and active Foci are automatically detected within the area
of effect of the Magic Sense ability, but the standard success
tests are required to detect anything specific about them.
Inactive Foci can also be detected with a successful Magic Sense
test, as per the normal rules for doing so. The Magic Sense
ability only detects magical beings, Foci, and activity. Thus, it
cannot detect whether someone is magically active, nor can it
detect the true astral image of a being under any form of Illusion
spell. However, in the latter case, it can detect that a spell is
present, and (with a successful test) that the spell is of the
Illusion category. The Magic Sense ability can also detect the use
of Spell Defense or Shielding, as well as the presence of any
Wards, Barriers, Dual-Natured, or Astrally Projecting beings.
Catalysts cannot purchase the Talent of Astral Perception, nor can
they also be Astral Adepts.
A Catalyst has a Magic Pool
equal to his Magic Rating. Unlike most Magicians, the Catalyst's
Magic Pool is based upon the amount of energy they can channel,
not their level of ability with a Sorcery skill. In fact, the
Sorcery skill isn't used in any way when augmenting a spell. A
Catalyst augments a spell cast by another Magician by "feeding"
the spell with energy from his Magic Pool while the spell is being
cast. In order to do this, the Catalyst must have a held action
when the spell is cast. The dice used by the Catalyst to augment
the spell are NOT figured into the chance of a Magical Misfire in
any way. The Catalyst, not the casting Magician, rolls the dice he
has allocated to augment the spell. The base TN for the Catalyst's
success test is the same as for casting the spell, but the
situational modifiers may be different from those applied to the
casting Magician. Every success generated by the Catalyst is added
to any successes generated by the spell's caster, even if the
caster generated zero successes. Augmenting a spell takes a
Complex Action. The Magician casting the spell will be aware of
the presence of extra energy forming within the spell, but will
not be aware of the source of the energy. Until the presence of
Catalysts becomes more known, a Magician will likely attribute the
extra energy as a mana fluctuation of some sort.
Upon
augmenting a spell, a Catalyst must resist Drain as if he cast the
spell himself. The casting Magician must still resist Drain as
usual, however. (e.g., when a spell is cast by a Magician and
augmented by a Catalyst, both the casting Magician and the
Catalyst must resist Drain as if they each cast the spell.) The
Catalyst may use any remaining dice from his Magic Pool to help
resist Drain. He may also help the casting Magician resist Drain
by "lending" him Magic Pool dice for the Drain Resistance test.
Thus, when augmenting a spell, the Catalyst must divide his dice
up between making the spell more powerful, resisting Drain, and
helping the casting Magician resist Drain. Even if a Catalyst
chooses not to augment a spell, he can use his Magic Pool to help
the casting Magician resist Drain. Any dice "loaned" to another
Magician for Drain Resistance are affected by the Catalyst's wound
modifiers. The Magician being aided will be most likely attribute
the ease of Drain Resistance to either a fluke, or some sort of
mana fluctuation.
Catalysts can also augment spellcasting
via Ritual Sorcery. In this case, the Catalyst adds the dice from
his Magic Pool to the communal Magic Pool formed by the Ritual
Sorcery team, but does not count against the total number of
participants allowed during the ritual. The Catalyst must resist
Drain like the rest of the Ritual Sorcery team, however. A
Catalyst cannot be used as an astral guide.
A Catalyst can
also provide Spell Defense with his Magic Pool per the standard
rules for doing so (including the line of sight
restriction).
The only magical skill a Catalyst can fully
utilize as a magically active being is Enchanting. In fact,
Catalysts have a certain affinity with this art. A Catalyst adds a
number of dice equal to one-third his Magic Rating (rounded down)
to his Enchanting skill when making ANY Enchanting-related tests,
including tests for gathering and refining materials. This
represents the Catalyst's inherent attunement with magic. A
Catalyst is treated as a mundane for the purpose of determining
how he is able to utilize any other magical skills.
A
Catalyst's Magic Rating (and, therefore, his Magic Pool) is
directly affected by mana fluctuations. Add or subtract the rating
of the fluctuation to/from the Catalyst's Magic Rating (as
appropriate). Astral Static adds to the TN's of a Catalyst's
success tests and to the TN of any Drain Resistance test dice
"loaned" to another Magician.
A Catalyst is able to use
Power Foci and Fetish Foci per the normal rules. In the case of
Power Foci, the Catalyst adds one point to his Magic Rating and to
his Magic Pool for every rating point of the Focus, but gains no
other benefits from the item. When it comes to Fetish Foci, a
Catalyst can use them to augment a spell, resist Drain, or to help
the casting Magician to resist Drain. However, per the standard
rules, he can only use a Fetish Focus for one of these options (A
Fetish Focus cannot be divided up among success tests and Drain
Resistance tests). A Catalyst is also able to activate and
deactivate Spell Locks. So, while a Catalyst is unable to cast a
spell into a Spell Lock, he can bond and use one as any other
Magician would. Catalysts have the same limitation as all other
Magicians regarding how many Foci they can have active at
once.
A Catalyst has full access to the following
Metamagical Abilities upon Initiation: Shielding, Masking, and
Centering. However, since a Catalyst does not have access to
Astral Perception, he can never attempt to pierce Masking. Unless
he is Masking his aura, a Catalyst appears as an Adept-level
magically active being on the Astral Plane.
Catalysts
follow the normal rules for acquiring, breaking, and shedding
Geasa. They can also lose Magic Rating points when receiving
Deadly wounds and must be treated as a Magician when being healed
in order to ensure additional Magic Rating points aren't
lost.
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