Magic

All beings are connected to magic but only the Gifted can draw power through that connection and alter reality. Those that do take a great risk as magic can be unpredictable and dangerous.

Gift and Intent

Magic is described in Gifts that can be gained through character advancement, Guides or from mystical items like scrolls, charms and artefacts.

Each magical Gift contains descriptions of what the magic can achieve, these descriptions are called Intents. Character can Exhaust to empower magic with greater or more complex Intents.
• Magic can have one or more Intents
• Exhaust to give magic an additional Intent from the Gift from Shaping Intents or use Intent specific Exhaust option
• Exhaust limit of one to use a Gift applies to magic. Items and Gifts can allow breaking this limit for magic. In these cases the item or Gift defines the limit
• Intents marked with [Exhaust] require Exhaust to channel
• Intents marked with [Free] can be added without Exhausting
• To resolve effects of magic against adversary or obstacle make a Channeling Test

Channeling magic

  1. Use an Action or Response to channel magic
  2. Describe magic as a combination of Intents
  3. Exhaust if necessary
  4. Make a Channeling Test if use of magic is Uncertain
  5. Resolve effects

Channeling Test

• Channeling Test is made with Attunement + appropriate Skill. Usually this Skill is Channeling
• Difficulty of the Test is either static Difficulty of an Obstacle or Hazard or an Opposed Test
• Doomed Effort on Channeling Test causes magic to fly out of control. Make a Burden Test with Will. On failure suffer Mystical Affliction

Limits of Magic

Magic can affect targets the channeler has awareness of.
• Channeler has awareness of targets in the same space that can be seen, touched or sensed through other means
• When targeting an area awareness of the center or starting point is required
• Cover, darkness and distance beyond Near impose Disadvantage on Channeling Test

When a target is affected by multiple similar magical effects only the most recent takes effect.

Duration of Magic

Immediate: Magic is resolved immediately.

Focus: Channeler maintains magic with focus.
• Focus lasts until dropped, broken, other magic is channeled, Significant or Long Time passes whichever comes first
• When channeler suffers damage they make a Will BurdenTest. On failure Focus is broken
• Focus magic can be altered as an Action. Magic can be moved to another location, targets can be switched, shape of boundary can be changed, Burden can be taken to add Shaping Intents
• Focus Attacks are Hazards. Target resist threat first time they come into contact with it and at the start of their Turn
• Whenever a target attempts to resist Focus magic channeler makes a Channeling Test to oppose

Ritual: Magic persists until Ritual is unraveled.

Ritual

Channeling Ritual magic takes Significant Time. Magic Persists until Ritual is unraveled, another Ritual is channeled or channeler is lost.
• Only one Ritual can be maintained at a time
• Each Intent of Ritual magic requires Exhausting. If channeler cannot Exhaust for magic they cannot perform a Ritual. Limits of Exhausting apply
• Burden from Rituals is Persistent. Burden cannot be reduced below this value without unraveling the Ritual
• Ritual cannot be altered once set in place
• Difficulty to oppose effects of a Ritual is channelers Passive Attunement
• Unraveling a Ritual takes Significant Time

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