Section III, Power Level
Subsection D, Magic Power

Back to Rules

Next to the generic Physical power, Magic is probably the most well known power of the four possible power types. Often associated with the unknown, or things that cannot be scientifically explained, magic focuses on powers beyond the sole ability of the person who makes use of it. To describe magic power beyond this simple premise would be defying part or all of what magic really is.

There are actually two kinds of magic power: Passive Magic and Active Magic. Passive magic describes magic that comes naturally to a character, usually through a god-related parentage (such as is the case with demons and angels, for instance). Powers received as passive magic usually suddenly comes to the character as he/she gains strength and experience, rather than through intuitive creation and research. Passive magic often takes a more physical form than its active brethren, and follow closer to the general concept of the character. Passive Magic has not yet had rules established for it, however, and therefore cannot be explicitly used in a character. We recommend that players wishing to use passive magic use Ki or Physical power instead.

Active magic, on the other hand, belongs to those who study ancient books and worship gods and the universe, or call upon nature to aid them, as opposed to embodying their gifts. Those who practice active magic, in most situations, are called mages. Their powers are drawn from the mystical energies of the world around them, or sometimes from godly beings to whom their studies and fealty are devoted. Mages, by themselves, are very little more than mortal men with no particularly notable abilities (unless they also have powers from other power types). Thus, the entirety of their powers are focused on spells they cast, which can produce an astonishingly huge array of effects.

Active magic, being the only playable type of magic at current, is assumed to be the power type when only "magic" is indicated by a power level. Active mages are, perhaps, the trickiest characters to mold into powerful combatants, due to their utter lack of gimmes. Players who create mages must entirely construct each character from scratch with the powers desired, and often those powers are limited by duration. However, as has been proven repeatedly in Alternate Dragonball Z, a sharp mind can create such a deadly and powerful mage as to counter even the strength of the most mighty Super Saiyans, with but a fraction of their power level. A mage's strength lies almost entirely in the spells chosen, as techniques (spells) are learned far faster than those of other professions, and no other power type has such a wide and unrestricted field of technique possibilities. It is strongly suggested that you do not create a mage unless you are well acquainted with the technique system.

Statistics and Details

An active magic character with no spells has only one true gimme:

  • Magic Sense and Tact - Active mages can sense magic energy, both active and passive. However, due to it's nature, active magic cannot be sensed inside a person who uses it, like Ki and Psi can (passive magic can be, however). Active magic can only be sensed when it takes (or is taking) the form of a spell. So, while a mage can't be sensed, normally, if that mage casts himself a suit of armor, he can suddenly be sensed because of it. Basic magical senses are rough and inaccurate at best, providing only vague directions and distances of sensed energy, and has a short range limit, except for exceptionally large sources of magic (such as in special plot events).

However, mages receive several more gifts for investing in techniques:

  • Doubled Learning - For every tech day given to the research of a non-item, non-permanent spell, two tech day credits are applied, effectively cutting the research time for most spells in half.

  • Casting Bonus - Each spell cast in battles, regardless of whether it strikes an intended target or does any damage, gives the mage half a percent (0.5%) of their own PL, in addition to any gain they normally receive from the battle. It also applies toward the character's daily PL gain cap.

  • Hightened Damage Range - While mages have no automatic attack at their disposal, when they do research attack spells, they are based off of a higher base damage. Where Ki's natural charge is 30% KiPL and Psi's natural charge is 20% PsiPL, Magic operates at 60% Magic PL natural charge, with each additional charge giving 20% more MagPL damage, to a cap of 140% MagPL on a fully charged spell. This effectively reduces the cost of many damage-based spells.


Mages may cast one technique per post. Mages with multiple power levels may still only use one technique per post, regardless of which PL(s) it came from, though any unused power levels may still perform non-technique actions. Techniques must usually be cast in front of the user, and employs the full use of both hands as well as a verbally spoken component.

The Magical Realm

Magic is the least restricted power type of the four, including the highly customizable Physical power. There are few things it cannot do, since the powers of magic are often based on the imagination and creativity. These things often can be described as either generic or artificial. Objects that work by scientific, manmade concepts are particularly impossible to achieve. Typically speaking, however, elemental-style natural spells (fire, water, earth, ice, wind, etc.) will cost less than their non-elemental alternatives.

Back to Rules

Modified: 31 Dec 2004