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 choice of story 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 the form, structure, or composition of things, 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 energy.

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 power. Totem magic channels energy through sacred objects that represent 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, using 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 abilities, or break the rules for a standard turn. For example, a magical shield that allows using 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 kinds of 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.

MAGIC OVERLOAD - You can push yourself to extend the power of your magic ability. Add a bane to your performance or control conditions to a) double the range of your psychic ability, b) apply the effect to all targets within a small area, or c) target up to 3 characters within short range.

COUNTERSPELL - You are trained in the skill of arcane dueling. When you use your teamwork reaction to protect another player by using a magical asset to counter a spell effect, you block the effect of any negative consequence.

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