Training Regimens

Any magically-talented character can gain the benefit of a training regimen.  The benefits of a Regimen last for 24 hours, and you can only gain the benefits of one regimen in a given 24-hour period.

 
Oxygen Bottle

    This difficult regiment trains you to master environmental manipulation.  You must first empty a glass bottle of air, creating a perfect vacuum inside.  Then you must allow only oxygen to slip past a seal created by magic, eventually filling the bottle with pure oxygen before placing the vac-seal stopper.  This regimen requires you to use magic in a nearly molecular level, as well as training your ability to sense the elements.
    Time: 1 hour.
    Target: You.
    Requirements: A glass bottle with a vac-seal stopper
    Make a Magery check.  The result of the check determines the benefits of the regimen:

      DC 26: You fail to create a vacuum in the bottle before the regimen begins, resulting in an imperfect mixture.  You gain a +2 Force bonus to your Fortitude Defense against inhaled poisons and non-corrosive atmospheric hazards.
      DC 32: You create a vacuum in the bottle, but let other molecules enter through your magic seal, creating an imperfect mixture.  You gain a +5 Force bonus to your Fortitude Defense against inhaled poisons and non-corrosive atmospheric hazards.
      DC 38: You complete this regimen perfectly, resulting in a bottle full of nothing but pure oxygen.  You become immune to inhaled poisons and non-corrosive atmospheric hazards.

Telekinetic Practice

    This regimen hones your skill with telekinetic manipulation and enhances your precision.  You begin by placing a deep bowl on the ground, with an orb at the bottom of the bowl.  First, you must use telekinesis to hold the bowl perfectly still and pin it to the ground.  Then you roll the ball slowly up the side of the bowl, keeping it in contact with the bowl at all times, until it reaches the upper rim.  The orb is then held in place for 5 minutes, and must remain perfectly still.  You then roll the orb slowly back to the bottom of the bowl, moving it with telekinesis and not allowing the orb to move under gravity’s power.
    Time: 1 hour
    Target: You
    Requirements: A deep bowl and a polished stone orb
    Make a Magery check.  The result of the check determines the benefits of the regimen.

      DC 18: You let the bowl move during the regimen.  You gain 1 temporary Hero Point which you can apply only to a Magery check to cast a spell with the [telekinetic] descriptor.
      DC 23: You let the orb roll under gravity’s power back to its starting position.  You gain 2 temporary Hero Points which you can apply only to Magery checks to cast spells with the [telekinetic] descriptor.
      DC 28: You complete the regimen perfectly.  You gain 2 temporary Hero Points which you can apply only to Magery checks to cast spells with the [telekinetic] descriptor or use to reroll a Magery check made to cast a spell with the [telekinetic] descriptor (you must keep the second result, even if it is worse).

Epic Space Adventures Abound!