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, Intent & Channeling

Magic is a Gift that allows the character to alter reality using their Attunement. Control of flame and reading minds are examples of Magic. There are many Gifts in the game that have a mystical effect. What makes Magical Gifts unique is the channelers ability to alter the effect by giving the magic Power.
• Effects requiring Power are marked with [Power: value]. Adding the effect requires giving the magic value Power
• Channeler can [Exhaust] to give magic one Power. Power can also come from items, Gifts and environments
• Power of magic cannot exceed the channelers Attunement unless stated otherwise

Magic Gifts can be gained as part of character advancement or through items and artefacts.

Channeling

Use of magic is called channeling and it is always an Uncertain act. Adventurer decides the magic they wish to perform, give it power if any and then make a 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
• When there is no opposition or obstacle Channeling fails only on a Doomed Effort
• On a Doomed Effort Channeler makes a Will Burden Test against a Mystical Affliction

Limits of Magic

Magic has following general limits.
• Targeted magic requires awareness of the target. Sight or touch for example
• Cover, darkness and distance beyond Far impose Disadvantage on Channeling Tests used for attacks
• When a target is affected by multiple similar magical effects the one with most Power takes effect.

Duration of Magic

Immediate: Magic is resolved immediately. Conditions created by magic last until Broken with a Test against Passive Attunement. Target can make a Test to Break the effect at the end of their Turn.

Focus: Channeler maintains magic with their willpower.
• Focus magic is marked with [Focus]. Focusing on magic is optional. Focus magic remains in effect until the Focus ends
• Focus magic takes effect when:
– Channeler uses an Action or Response to use the magic
– Target enters area of magic for the first time in a Round
– Target ends their Turn within area affected by magic
• When the channeler takes an Action to use the magic they can move it to a different location, change targets or alter an area of effect
• Whenever there is an attempt to resist or Break Focus magic channeler makes a Channeling Test to oppose
• Focus magic ends when, channeling other magic, Rest, Downtime. Suffering damage provokes a Will Burden Test. On failure the magic ends

Ritual: Magic persists until the Ritual is unraveled.

Ritual

Rituals can give magic permanence and create powerful magical effects. Mechanically Rituals are Arduous Challenges creating the desired effect on success. Minor Rituals give permanence to effects of Magic Gifts and follow these rules.
• Minor Rituals take a Significant Time to complete
• Dedicate Power to the Ritual within normal limits of magic
• Channeler gains Persistent Burden equal to Power
• Perform a three step Arduous Challenge. Difficulty of each Step is 10 + Power of the Ritual
• Ritual, and Burden, persist until unraveled or the channeler is lost

Example Minor Ritual effects.
Follower: A being in line with the Gift is created as a follower. Follower has Power Prowess.
Trap / Sentry / Barrier: Create an effect that will harm, alarm or bar.
Enchantment: Improve abilities of a being.

Major Rituals with powerful effects can be part of the game. Discuss with the Bearer what you want to achieve with the Ritual and what it may require.

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