Magic Gifts

Magic Gifts
1Beast Communion
2Command Flame
3Conjure Illusions
4Death Communion
5Guide Blood
6Hedge Magic
7Hex
8Raise Root and Vine
9Shape Light
10Third Eye
11Touch Minds
12Words 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.

Conjure Illusions: Magic has the following effects. Illusion is real to beings it affects until they disbelieve it with a Will Test. Difficulty is your Passive Attunement.
– Mask: [Power: 1][Focus] Cause target being or object to look, sound and feel completely different to observers.
[Power: +1] Give magic an additional target.
[Power: +4] Have the target seem like a completely different type. Human a housecat for example.
– Mirage: [Power: 2][Focus] Create a being, object or alteration to surroundings. In a Reach area.
[Power: +1] Illusion deals 1D6 mental damage or damage is increased by +1 die.
[Power: +1] Increase area by a distance step.
– Phantasm: [Power: 3][Focus] Create an illusory being to act as a follower. Use an Action or Response to have the Phantasm take an Action or Response. Phantasm uses your Channeling as a Prowess. When phantasm is damaged attacker can Test to disbelieve the Illusion.
[Power: +1] Illusion deals 1D6 mental damage or damage is increased by +1 die.
– Ritual: Cause the illusion to persist until the ritual ends.

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] As an Action or Response. 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.
[Power: +1] Give magic an additional target.
– 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.

Hex: Magic has the following effects.
– Shelter/Harm: [Power: 1][Focus] Make a channeling Test against a beings Will. For duration they reduce or increase suffered damage by 1D6.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Courage/Fear: [Power: 2][Focus] Make a channeling Test against a beings Will. For duration they have Advantage or Disadvantage on Will Tests.
[Power: +1] Give magic an additional target.
[Power: +1] Affect all within Reach or increase area by a distance step.
– Possession: [Power: 2][Focus] Make a channeling Test against a beings Will. For duration you can use the beings senses.
[Power: +1] Give magic an additional target.
[Power: +3] You can choose to take Actions and Responses as them, otherwise they act on their own. They can Test Will to Break the magic at the end of their Turn when you have acted as them.
– Ritual: Make Hexes last until the ritual is broken.

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: [Power: 1] 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. Effect lasts until they manage to break it with an Intellect Test against channelers passive Attunement.
[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 have an Advantage on stealth and Reflex Defense against attacks. You can take an action to hide even under direct scrutiny.
[Power: +2] Give magic an additional target.
[Power: +2] Increase area by a distance step.
– 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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