Guides: Magic

There is a current of power within you. Elusive, unpredictable, alive? You can draw from it, shape it and alter reality.

Character Creation

When you create a character with this Guide take the following features. Then follow instructions on the following page to create a Boon and finally choose one Gift.
If you have the Skill at this step choose another from your Guides.

ProwessAttunement +1
DefenseWill +1
SkillChanneling: Wield magic.
GiftVersed in magic: Choose a Magical Gift.
Choose one Skill
1.Study: Deduce from found evidence, learn and recall knowledge.
2.Notice: Find hidden threats and detect minute details.
3.Healing: Identify ailments. Treat wounds, poisons and afflictions.
4.Perform: Hold attention, spread rumors and entertain.
Choose one tool
1.Spell Components (5): Add uses as a bonus to a Channeling Test
2.Warding Salts: Create a boundary Close area across. Spirits, the Dead and Outsiders require Will Test to cross or break the boundary. Difficulty is users passive Intellect. Boundary remains until broken.
3.Healing Brew (2): Recover 1D6+1 Hit-points.
4.Magus Candle: Small vial that illuminates Close area until Significant Time passes. Can be expended to create a blinding flash.
Choose a second tool
1.Candles (5). Illuminate Close area.
2.Staff. 1D6+2, Common, Impact, Great Reach, Two-handed
3.Rousing Brew. Reduce Burden by one.
4.Waters of Magic: Give magic 1D4 Power. This can exceed your Attunement. After the channeling make a Burden Test for a Mystical Affliction.

Boons

Choose one Boon or create a Bond as a Boon.

Wild Magic: [Draw] Until Significant Time passes roll a 1D6 whenever you channel magic.

  1. Make a Burden Test for a Mystical Affliction.
  2. Suffer 1D6 + Mastery mental damage. As a Response make an Attunement Test against Will to direct it against another.
  3. Magics area increases by a step.
  4. Magic affects an additional target.
  5. Recover 1D6 + Mastery Hit-points. As a Response direct it to another.
  6. Remove 1D4 Burden. As a Response Remove from another.

Strong Current: [Draw] to give magic Mastery Power.

Example Bonds:

  1. This power is new and wonderful
  2. I can shape the world to my will
  3. I hurt someone dear by mistake. I have to be careful
  4. Power calls to me, I want more, I need more
  5. This “gift” made me a pariah. I will prove them wrong
  6. I love to create small wonders to delight and amuse

Gifts

Skill Training: Gain a new Skill.

Versed in magic: Choose a Magical Gift.

Secrets of Arcana: As an Action Test Attunement against beings Will. On success gain 1 + Degree Visions on Them. You can hold Visions up to your Mastery.
– Spend a Vision to give magic targeting them one Power.
– Spend a Vision to gain a piece of information on them.

Secrets of Blood: You can take 1D6 damage and give magic one Power for each two damage suffered up to your Attunement times. This damage cannot be reduced.

Secrets of Names: When you know the targets real name you can give magic one Power when you target only them.

Secrets of Song: You can use Perform, Sway or Command as a Skill to channel magic.

Spellbook: You have a Spellbook. As a Downtime Action you can study magic Intents. Make an Intellect Test against Difficulty 10 + Intents Power. On success add the Intent to your Spellbook. Your Spellbook can contain twice your Mastery Intents.

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