Magic
Magic represents a character’s ability to manipulate supernatural forces by casting spells or imbuing magic into material objects.
During Session Zero, groups are encouraged to discuss the story choice and setting to determine if and which types of magic powers are appropriate before proceeding with character creation.
Magic Types
The following is a list of common types of magic.
ELEMENTAL: Involves controlling natural forces such as fire, water, air, and earth. Characters can summon storms, create fireballs, or manipulate the ground to their advantage. Characters will typically choose a single element to control.
DIVINE: Granted by gods or spiritual entities, divine magic often involves healing, protection, and smiting foes with holy power. It typically requires faith or devotion to a higher power.
TRANSMUTATION: Focuses on altering the physical properties of objects or creatures. Transmuters can change things' form, structure, or composition, turning lead into gold or shifting an ally's appearance.
CONJURATION: Involves summoning creatures, objects, or energies from other places or planes of existence. Conjurers can teleport, call forth monsters, or create temporary objects out of magical power.
ABJURATION: Specializes in protective and defensive magic. Abjurers create wards, shields, and barriers to defend themselves and others from harm, banish evil forces, or dispel harmful spells.
NECROMANCY: Focused on death and the manipulation of life forces, necromancers raise the dead, drain life energy, or control spirits.
ILLUSION: Specialized in creating false perceptions, illusionists can trick others by crafting deceptive sights, sounds, or sensations.
NATURE: Tied to the natural world, this type of magic allows characters to communicate with animals, control plants, and invoke the powers of the wilderness.
RUNIC: Involves the use of symbols or runes to channel magical energy. These runes can be inscribed on objects or in the air to trigger effects.
TOTEM: Focuses on connecting with the spirit world or drawing power from totems. Shamans may call on ancestral spirits, animal guides, or natural forces to gain wisdom, protection, or control—totem magic channels energy through sacred objects representing spiritual entities or natural forces.
ARTIFICE: The magical creation and manipulation of objects and devices. Artificers can craft enchanted weapons, armor, or tools, imbuing them with magical properties for specific purposes. This type of magic often blurs the line between magic and technology.
Defining Magic
A character's magic is expressed through assets and features.
ASSETS: Use assets to add a magical power if the magic can be directly leveraged to increase the chance of success when performing specific actions. For example, use Conjuration to summon an elemental companion or Necromancy to speak with the dead.
FEATURES: Use features to define magic that boost a character's abilities. Features can be used to impose specific conditions, provide passive skills, or break the rules for a standard turn. For example, a magical shield that allows teamwork to protect another player using a magical energy shield or a mass healing spell to heal all allies within the area of effect.
The following are some examples of magic that could be added as assets. Use tags to identify the conditions the asset can be used for.
Conjuration (summon, teleport, create-object)
Illusion (create-illusion)
Artifice (infuse-object)
The following are examples of magic that could be expressed as features.
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