Magic Gifts

Magic Gifts
1Beast Communion
2Command Flame
3Death Communion
4Guide Blood
5Hedge Magic
6Raise Root and Vine
7Shape Light
8Third Eye
9Touch Minds
10Words of Power

Beast Communion: Magic has the following effects.
– Beast Speech: You have the ability to communicate with beasts as if you shared a language.
– Skinwalk: [Focus] Step into the mind of beast. For duration you sense what they sense and can communicate wordlessly. If the beast is unwilling make a Channeling Test opposed by their Will.
– Command Beast: [Power: 1] Make a Channeling Test opposed by targets Will to command a beast to take an Action.
[Power: +1] Target an additional beast.
– Ritual: Call for beasts to join you as followers, have them carry messages or bind them as guardians.

Command Flame: Magic has the following effects.
– Kindle & dowse: Light or snuff out a flame. Strong flames require a Test.
– Sculpt flame: Cause flame to change color or have images and patterns appear within.
– Shield from Flame: Resist a threat of flame with a channeling Test or protect another from a flame as a Response.
– Scorch: [Focus] Make a Channeling Test opposed by targets Reflex. On success deal 1D8 physical damage.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
[Power: +1] Add +1 die to the damage.
– Ritual: Create flames that will not burn out. Create a barrier for flame. Create a flaming trap.

Death Communion: Magic has the following effects.
– Grasp of the Dead: [Focus] Make a Channeling Test opposed by targets Will. On success deal 1D6 mental damage.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
[Power: +1] Add +1 die to the damage.
– Protection of the Dead: [Power: X][Focus] Grant +Power Mental Resistance.
– Knowledge of the Dead: [Power: X] Ask Power questions from dead remains and gain an answer within beings knowledge in life. Then roll a D6. If the result is equal or lower than the number of questions remains will no longer answer. If you or an ally was reason for the beings death make a Channeling Test opposed by their Will.
– Ritual: Call for the dead to join you as followers. Create persistent protection. Bind dead guardians.

Guide Blood: Magic has the following effects.
– Sculpt Blood: Change shape of blood. Cause images and patterns to appear within blood.
[Power: +1] Increase area by a distance step.
– Sense Blood: Make a channeling Test against the Passive Vigor of beings within Close. On success gain awareness of them.
[Power: +1] Increase area by a distance step.
– Draw Blood: Make a Channeling Test opposed by targets Vigor. On success deal 1D6 physical damage that is unaffected by Armor.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
[Power: +1] Add +1 die to the damage.
– Command Blood: [Power: 1][Focus] Make a Channeling Test opposed by targets Vigor to command them to take a physical Action.
[Power: +1] Give magic an additional target.
– Ritual: Sense target blood over great distances. Gain information of the being blood belongs to. Create barriers that block specific blood.

Hedge Magic: Magic has the following effects.
– Cleansing: Cleanse target object or substance from grime, poison or disease.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Healing: During Downtime or at Deaths Door Heal with a Channeling Test.
– Shelter: [Power: 1][Focus] Attackers Test has to beat your Passive Attunement to attack the target of this magic..
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Ritual: Create vessels that purify their contents. Create bondaries that cannot be crossed with hostile intent.

Raise Root and Vine: Magic has the following effects.
– Sculpt Root and Vine: Change color of flowers and leaves. Shape branches into forms. Cause trees and plants to grow patterns on their surface.
– Poisonbloom: Make a Channeling Test opposed by targets Vigor. On success poison your target. Poison deals 1D6 physical damage. Poison has Duration of 3.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
[Power: +1] Add +1 die to the damage.
[Power: +1] Increase duration by +1.
– Invigorate: Bring life to wilted plants. Recover Hit-points by 1D6.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
[Power: +1] Add +1 die to the damage.
– Hands of Vine: [Power: 1][Focus] Move objects and beings. Create physical maneuvers, restraints and difficult terrain.
– Ritual: Grow plants. Create structures from plantlife. Raise thorny barriers and traps.

Shape Light: Magic has following the effects.
– Illuminate: [Focus] Illuminate an area Close across.
[Power: +1] Increase area by a distance step.
– Flash: [Focus] Make a Channeling Test opposed by Reflex of targets within Reach. On success target is blinded. They have Disadvantage on actions requiring sight and are unable to use sight based Gifts.
[Power: +1] Give magic an additional target.
[Power: +1] Increase area by a distance step.
– Minor Illusion: [Focus] Shape light to create a visual illusion. [Power: +1] Increase area by a distance step.
– Invisibility: [Power: 5][Focus] Become invisible. During this time you are Hidden and have and Advantage on stealth.
– Ritual: Create a persistent light or a visual illusion. Bind light to an item.

Third Eye: Magic has the following effects.
– Insight: Study in Conflict with a Channeling Test.
– Revelation: Search for Hidden within Close distance with a Channeling Test opposed by a beings passive Will. This includes, lies, hidden motives and hidden nature such as shapeshifting and Illusions.
[Power: +1] Increase area by a distance step.
– Guide: [Power: X][Focus] Grant +Power bonus on a single Test each Turn.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Augury: [Power: X] Roll Power D6. For every result of 4 or 5 ask a question and gain knowledge where the answer can be found. For every 6 gain a true answer to a question. For every 1 gain one answer that will lead you astray.
– Ritual: Gain vision of a ritual target.

Touch Minds: Magic has the following effects.
– Mind Speech: Speak into the mind of a being you have awareness of.
– Read Thoughts: [Power: 1][Focus] Read thoughts of the target being. If the target is unwilling make a Channeling Test opposed by their Will.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Charm: [Power: 1][Focus] Make a Channeling Test opposed by targets Will. On success target sees the channeler as a friend. They can be persuaded to share information or perform favours they would not do otherwise.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Compulsion: [Power: 1][Focus] Make a Channeling Test opposed by targets Will to command them to take an Action.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Alter Memory: [Power: 4] Make a Channeling Test opposed by targets Will to alter a memory.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Ritual: Create a persistent Charm or Compulsion. Bind a message to be spoken into a beings mind.

Words of Power: Magic has the following effects.
– Word of Freedom: Use a Channeling Test to Break an effect.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Word of Thunder: [Power: 1] Make a Channeling Test opposed by targets Vigor. On success they suffer 1D6 physical damage and are thrown back by Reach.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all targets within Reach or increase area by a distance step.
[Power: +1] Add +1 die to damage and increase distance by a distance step.
– Word of Death: [Power: X][Focus] Make a Channeling Test opposed by targets Vigor. On success reduce targets maximum Hit-points by Power.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Ritual: Create a trap or boundary that triggers a word.

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