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 features on this page. Then choose a Boon from the following page.

ProwessAttunement +1
DefenseWill +1
Skills: +1 Channeling: Wield magic.
Will Defense: Resist mind affecting threats.
GiftVersed in magic: Choose a Magical Gift.
+1 to 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.
Coin1D6 Coin
Supplies1D4 Spell Components
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

Cultivated Magic: Your connection to magic is carefully cultivated through meditation and rite. During Rest gain Attunement Power. Spend Spell Components to increase Power by +1 for each component. You can spend it to give magic Power. You can hold up to Attunement + your Level Power.

Favour Magic: Your connection to magic is fickle favour of a patron. Give magic Power up to your Attunement. If your Channeling Test is below 10 + Power you cannot use the Magic Gift until Downtime.

Unstable Magic: Your connection to magic is unpredictable. When you channel magic [Exhaust] to give it 1D6 Power. This Power can exceed your Attunement.

Curses

Calamity: Your connection to magic is a trickle or a torrent swalloving all.
[Stir] to unleash a wave of magic with Power equal to your Attunement + half your Level. Magic has area of Close. You cannot focus on this magic.

Dark Bargain: Bargains you make are bloody. But the gift of magic is worth the price.
– [Stir] to gain Attunement + Level Power. You can spend it to give magic Power. You can hold up to Attunement + Level Power.
– If you [Stir] during Rest. Sacrifice a life as part of the rite to gain Advantage on the Burden Test. Gain two Advantages if the life is sentient.

Gifts

Familiar: You have a follower in the form of a small or tiny beast. It has natural Gifts and skills of its form. Prowess and Hit-points equal to your Attunement + Channeling and three Wounds. You can communicate wordlessly and share senses. If destroyed the familiar can be remade as a Downtime Action.

Rune Binding: As a Downtime Action you can bind an effect from a Magic Gift to an item. Anyone who wields the item can use the Gift. While you wield the item you can give it one Power for free. Make bindings up to your Attunement.

Song Magic: You can use Perform as a Skill to channel magic.

Spellbook: You have a Spellbook possession. As a Downtime Action you can study games Magic Gifts. Make an Intellect Test against Difficulty 10. On success add one effect of the Magic Gift to your Spellbook.

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