Magnakai Disciplines
During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.
If you have completed the first five books of the Lone Wolf
series, you can continue to use the Kai Disciplines acquired in those books (see the following Lone Wolf Club Newsletters
: Summer Special 1987, #10, and #28). If you have not completed all of the first five books, use your personal judgement whether or not you should benefit from Kai Disciplines which you didn't choose in the books you did complete. If you have completed all five books of the Kai series, remember that you now possess all ten Kai Disciplines including the last one that you hadn't chosen previously. If that left over Discipline was Weaponskill, remember to chose a Weapon with which you are skilled as detailed in the Kai series books.
Some Kai Disciplines have measureable bonuses that are useful to you in the Magnakai series. Other Kai Disciplines have less tangible effects and are assumed by the book (e.g. the Kai Discipline of Camouflage doesn't have a measureable bonus and the books assume you have this skill). The Kai Disciplines that are useful in the Magnakai series are:
- Hunting--may be used to automatically find food in fertile areas, but still doesn't function in areas of wasteland or desert.
- Healing--may be used to heal 1 ENDURANCE point while not in combat.
- Weaponskill--adds 2 points to your COMBAT SKILL if using the Weapon with which you are skilled.
- Mindblast--adds 2 COMBAT SKILL points to your total when used against an opponent who isn't immune.
These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a +3 COMBAT SKILL bonus--not +5).
After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.
If you have already completed one or more Magnakai adventures, you will already have picked your three initial Disciplines. You may add more Disciplines to your initial three as described later. It is quite possible that a particular Discipline will be of no use to you at all in a particular book which means that you should pick your Disciplines with even greater care.
The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called 'Lore-circles'. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section 'Lore-circles of the Magnakai' for details of these bonuses.)
When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.
Weaponmastery
This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of Weapon. When you enter combat with a Weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the Weapons in the list below.
When using a Bow, you are typically asked to choose a number from the Random Number Table to determine the success of your shot. If you choose Weaponmastery with the Bow, you may add 3 to the number chosen.
The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weapons Checklist.
Possessing Weaponmastery doesn't necessarily mean that you start out with that Weapon, but you might.
If you choose this skill, write 'Weaponmastery: + 3 COMBAT SKILL points' on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.
Tutelary (5 Disciplines)
Tutelaries are able to use defensive combat skills to great effect when fighting unarmed. When entering combat without a Weapon, Tutelaries lose only 2 points from your COMBAT SKILL, instead of the usual 4 points.
Mentora (7 Disciplines)
Mentoras skilled in Weaponmastery are more accurate when using all missile Weapons, whether fired (e.g., a Bow) or thrown (e.g., a Dagger). When using a Bow or thrown Weapon and instructed to pick a number from the Random Number Table, add 2 to the number picked if you are a Mentora with the Magnakai Discipline of Weaponmastery.
Scion-kai (8 Disciplines)
When entering combat with a Weapon they have mastered, Scion-kai may add 4 points (instead of the usual 3 points) to their COMBAT SKILL. Also, when in combat without a Weapon, they only lose 1 point from their COMBAT SKILL.
Animal Control
This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.
If you choose this skill, write 'Animal Control' on your Action Chart.
Primate (4 Disciplines)
Primates with this Magnakai Discipline are able to repel an animal that is intent on harming them by blocking its sense of taste and smell. The level of success is dependent on the size and ferocity of the animal.
Principalin (6 Disciplines)
Principalins with this skill are able to call on a woodland animal (if nearby) to aid them, either in combat, or to act as a messenger or guide. The number of animals that can be summoned increases as a Kai Master rises in rank.
Archmaster (9 Disciplines)
Archmasters with this skill are able to command most animals to do their bidding, although effectiveness is diminished when attempting to control a hostile creature.
Curing
The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.
If you choose this skill, write 'Curing: + 1 ENDURANCE point for each section without combat' on your Action Chart.
Primate (4 Disciplines)
Primates with this skill have the ability to delay the effects of poisons, including venoms, that they may come into contact with. Although a Kai Primate with this skill is not able to neutralize a poison he is able to slow its effect, giving him more time to find an antidote or cure.
Mentora (7 Disciplines)
Mentoras with this skill are able to neutralize the effects of any poisons, venoms or toxins with which they come into contact.
Archmaster (9 Disciplines)
Archmasters are able to use their healing power to repair serious wounds sustained in combat. If, whilst in combat, their ENDURANCE is reduced to 6 points or less, they can use their skill to restore 20 ENDURANCE points. This ability can only be used once every 100 days.
Invisibility
This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.
If you choose this skill, write 'Invisibility' on your Action Chart.
Tutelary (5 Disciplines)
Tutelaries are able to increase the effectiveness of their skill when hiding from an enemy by drawing the enemy's attention to a place other than that in which they are hiding. The effectiveness of this ability increases as a Kai Master rises in rank.
Principalin (6 Disciplines)
Principalins are able to mask any sounds made by their movements while using this skill.
Scion-kai (8 Disciplines)
Scion-kai are able to alter their physical appearance at will in order to deceive an enemy. The duration and effectiveness of this deception increases as a Kai Master rises in rank.
Huntmastery
This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.
If you choose this skill, write 'Huntmastery' on your Action Chart.
Primate (4 Disciplines)
Primates with this skill have a greatly increased agility and be able to climb without the use of climbing aids, such as ropes, etc.
Principalin (6 Disciplines)
Principalins with this Magnakai Discipline are able to intensify their eyesight at will, giving them telescopic vision.
Archmaster (9 Disciplines)
Archmasters who possess this ability benefit from greatly increased senses of hearing, smell, and night vision. These senses become even more acute upon attaining the rank of Kai Grand Master.
Pathsmanship
In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.
If you choose this skill, write 'Pathsmanship' on your Action Chart.
Tutelary (5 Disciplines)
Tutelaries with this skill can detect an enemy ambush within 500 yards of their position unless their ENDURANCE score is low due to wounds sustained or lack of food.
Mentora (7 Disciplines)
Mentoras who possess this Magnakai Discipline are able to cross any kind of terrain on foot without leaving any tracks, even if the ground is covered in snow.
Scion-kai (8 Disciplines)
Scion-kai with this ability are able to converse with any sentient creature. They are also able to make themselves invisible when subjected to any psychic or magical spells of detection.
Psi-surge
This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat Weapons and adds 4 extra points to your COMBAT SKILL.
It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.
Psi-surge and Mindblast cannot be used simultaneously.
If you choose this skill, write 'Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round' and 'Mindblast: +2 COMBAT SKILL points' on your Action Chart.
Primate (4 Disciplines)
Primates with the Magnakai Discipline of Psi-surge will, by concentrating their psychic powers upon an object, be able to set up vibrations that may lead to the disruption or destruction of the object.
Principalin (6 Disciplines)
Principalins using this skill in combat are able to confuse an enemy by planting seeds of doubt in its mind. The effectiveness of this ability increases as a Kai Master rises in rank.
Archmaster (9 Disciplines)
When using their psychic ability to attack an enemy, Archmasters may add 6 points to their COMBAT SKILL instead of the usual 4 points. For every round in which Psi-surge is used, Archmasters need only deduct 1 ENDURANCE point. When using the weaker psychic attack--Mindblast--they may add 3 points without loss of ENDURANCE points. Archmasters cannot use Psi-surge if their ENDURANCE score falls to 4 points or below.
Psi-screen
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.
If you choose this skill, write 'Psi-screen: no points lost when attacked by Mindforce' on your Action Chart.
Tutelary (5 Disciplines)
Tutelaries with this skill develop mental defence against magical charms and hostile telepathy. These defences increase in strength as a Kai Master rises in rank.
Mentora (7 Disciplines)
Mentoras with this ability can protect themselves from evil spirits and other non-corporeal beings that attack with psychic energy. The effectiveness of this ability increases as a Kai Master rises in rank.
Scion-kai (8 Disciplines)
When engaging in psychic combat Scion-kai are able to absorb and control some of the energies directed at them. By deflecting or inducing the hostile energy they can either reduce the damage they sustain, or increase the power of their own psychic attacks.
Nexus
Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.
If you choose this skill, write 'Nexus' on your Action Chart.
Primate (4 Disciplines)
Primates with the skill of Nexus will be able to offer a far greater resistance than before to the effects of noxious gases and fumes.
Principalin (6 Disciplines)
Principalins with this ability can extinguish fires by force of will alone. The size of the fire, and the number that can be extinguished using Nexus increases as a Kai Master rises in rank.
Archmaster (9 Disciplines)
Archmasters with the skill of Nexus are able to withstand extremes of heat and cold, and possess limited immunity to harmful elements, such as flames, toxic gases, and corrosive liquids. The duration of this immunity increases greatly upon attaining Grand Mastership.
Divination
This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.
If you choose this skill, write 'Divination' on your Action Chart.
Tutelary (5 Disciplines)
Tutelaries who possess this Magnakai Discipline are able to recognize objects or creatures with magical skills or abilities. However, this improved Discipline can be negated if the creature or object is shielded from detection.
Mentora (7 Disciplines)
Mentoras who possess this skill are able to detect psychic residues lingering in a place where a dramatic event, such as a battle, a murder, a ritual sacrifice or a ritual ceremony, has taken place. By meditating at the scene of the incident, a Kai Mentora is able to visualize the event, even though it may have occurred in the distant past.
Scion-kai (8 Disciplines)
Scion-kai are able to leave their body in a state of suspended animation and, in spirit form, explore their immediate surroundings unhindered by physical limitations. This ability is called 'spirit walking'. The length of time a Kai Master can spirit walk increases as he rises in rank. When the spirit is separated from the body in this fashion, the body remains inanimate and vulnerable to attack. If a Kai Master's body is killed whilst he is spirit walking, his spiritual self will also cease to exist, and vice versa.
If you successfully complete the mission as set in this book of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in the next book. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series.
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