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.
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:
– Target ends their Turn while affected by magic
– Channeler uses an Action or Response to use the magic
– Target enters area of magic for the first time in a Round
• When the channeler takes an Action to use the magic they can move it to a different location, change targets or alter area of effect
• Whenever a target attempts to resist or Break Focus magic channeler makes a Channeling Test to oppose
• Maintaining Focus Exhausts the channeler by one at the end of their Turn
• Suffering damage while holding Focus provokes a Will Burden Test. On failure Focus is broken and the magic ends
Ritual: Magic persists until the Ritual is unraveled.
Ritual
Rituals are Arduous Challenges that can be used as an approach to a Challenge or to create long lasting magical effects.
Simple Ritual takes Significant Time to complete and the effects will last until Long Time passes.
Each Step of the ritual requires 1 Power. When ritual creates a lasting effect the channeler gains 1 Persistent Burden for each Step. This Burden lasts until the Ritual ends. Tests to complete a Step are made with Attunement but can utilize a variety of Skills.
Ritual has minimum of three Steps. Difficulty of the Step is either a set Difficulty or Passive Defense of the target.
Anchoring: Ritual is bound to those participating in the Ritual. One Step.
Marking: Give the ritual a target. One Step for each target.
Weaving: Bind magic to the target. One Step for each effect. One Step for increasing strength of the effect.
Target of the Ritual does not have to be present while Ritual is channeled. A piece of their body, like a vial of blood or lock of hair is enough.