Natural Magic

This is magic that utilizes the phenomena and elements of nature to perform magic.

Animal Paint-Maker, Basic Low Magic Power

You use animal parts combined with oils and pigments to make paints. When this power is first purchased you are allowed to choose one animal, one magical intention, and one spell that you know. This intention should be one of the abilities of the creature chosen. The lesser magic items for this include paint pots, and a mortar and pestle. The result is almost always a skill or power. The paint will spoil in a year, or in 30 days if exposed to the air for more than a few minutes. These paints are then directly applied to items, places, creatures, or individuals to confer the effect for the duration. New animals, inentions, or spells can be researched so long as you have the skill Knowledge of Magic, Knowledge of Animals, or Knowledge of Animal Paints.

  1. The first step is to find and harvest the animal parts you want (an animal that fits your magical intention). This requires an Animal Paint-Maker roll to not ruin the parts.
  2. You then spend a week in daily meditation on the parts while fasting. You must then make a successful Animal Paint-Maker roll to be attuned to the parts (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the parts are wasted. You then spend a day to discover the power within the attuned parts. You must make an Animal Paint-Maker roll, using the score of the parts as a free modifier.
  4. You then mix the parts with necessary pigments using the mortar and pestle. Make an Animal Paint-Maker roll. The rwesult is split between the effect and the duration. The paint is placed within a paint pot to keep.
  5. There are two options of how it is used. The first is to daub the paint as a kind of talisman that has its magical power available to anyone who owns the paint—when the duration of the effect is over the paint crumbles to dust. The second is to draw the power of the paint into the character as a power—when you have done this the paint crumbles to dust.

A side effect of this power is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each new level in the power.

Here are examples of specials for Animal Paint-Maker:

Animal Potion-Maker, Basic Low Magic Power

You use animal parts combined with water and other liquids to make potions to be imbibed. When this power is first purchased you are allowed to choose one animal, one magical intention, and one spell that you know. This intention should be one of the abilities of the creature chosen. The lesser magic items for this include potion bottles, a cauldron, and a mortar and pestle. These potions will capture some ability of the animal it is made from; this ability is the spell. The result is almost always a skill or power. Once a potion bottle is opened, the potion will spoil in one year. If unopened, a potion will last indefinitely. New animals, inentions, or spells can be researched so long as you have the skill Knowledge of Magic, Knowledge of Animals, or Knowledge of Animal Potions.

  1. The first step is to find and harvest the animal parts you want (an animal that fits your magical intention). This requires an Animal Potion-Maker roll to not ruin the parts.
  2. You then spend a week in daily meditation on the parts while fasting. You must then make a successful Animal Potion-Maker roll to be attuned to the parts (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the parts are wasted. You then spend a day to discover the power within the attuned parts. You must make an Animal Potion-Maker roll, using the score of the parts as a free modifier.
  4. You then mix the parts with necessary liquids using the mortar and pestle and cooking the mixture in the cauldron. Make an Animal Potion-Maker roll. The rwesult is split between the effect and the duration. The paint is placed within a paint pot to keep.
  5. quids There are two options of how it is used. The first is to drink the potion immediatwely and make its magical power available to anyone who drinks the potion—when the duration of the effect is over the potion stops working. The second is to draw the power of the potion into the character who drinks it as a power—when you have done this the potion is gone.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire a level in this condition for each level in the power.

Here are examples of specials for Animal Potion-Maker:

Beast Master, Basic Low Magic Power

You use your power to summon and control animals and then acquire their abilities through a ceremony. When this power is first purchased you are allowed to choose one animal (or suitable monster), one magical intention suitable to the chosen creature., and a spell suitable to the intention This intention should be one of the abilities of the animal. You are able to summon and control animals of the type specified, where the level of success is split between the number of animals, the level of control (the animal acquires the magical condition Controlled (b) purchased with the split for control as though they were HP), and the duration of the control. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. Once the creature arrives you can then perform a ceremony to acquire a power of the animal for yourself, or transfer it to someone else. New animals, inentions, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Animals.

  1. The first step is to summon and control the animal you want (an animal that fits your magical intention). This requires a Beast Master roll to not ruin the parts.
  2. You then spend a week in daily meditation on the animal while fasting. You must then make a successful Beast Master roll to be attuned to the animal (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the parts are wasted. You then spend a day to discover the power within the animal. You must make a Beast Master roll, using the score of the meditatioin as a free modifier.
  4. You then make a Beast Master roll to make the power available. The result is split between the effect and the duration. You then release the animal.
  5. There are two options of how it is used. The first is to use the power immediately to make an effect—when the duration of the effect is over the power stops working. The second is to draw the power into the Beast Master where the level of success is the HP equivalent for gaining the power as an ability.

Here are examples of specials for Beast Master:

Fasting, Basic Low Magic Power

This is the ability to fast for days, living on only water and a culturally acceptable form of bread or similar substance. For each day that you fast after the first day you will gain a +1 modifier to the final success of the fast. At the end of the fast a Fasting roll is made, either Endurance or PF must be used as a modifier (or some similar skill). The level of success is split between duration and effect. The effect is a favorable modifier for all spells or other uses of power for the duration. You will suffer the effects of hunger during this time. Here are some examples of specials for Fasting:

Fetish Magic, Basic Low Magic Power

This power allows you to cast spells through significant objects found in nature. When this power is first acquired you learn one intention, the necessary fetish to perform it, and a specific spell. The fetish must be prepared as a lesser magic item requiring a week to complete. When the ritual is over the fetish becomes a magic item for the duration, conferring the power of the spell to anyone who carries it. New inentions, fetishes, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Fetishes. Here are some specials for Fetish Magic:

Herbal Power, Basic Low Magic Power

This power allows you to cast spells with magical herbs. When this power is first purchased you know how to perform one magical intention with the knowledge of one herb, and you know one specific spell. The herb is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is consumed in the ritual. New intentions, herbs, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Herbs.

  1. The first step is to find and harvest the herb you want (an herb that fits your magical intention). This requires an Herbal Powers roll to not ruin the herb.
  2. You then spend a week in daily meditation on the herb while fasting. You must then make a successful Herbal Powers roll to be attuned to the herb (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the herb is wasted. You then spend a day to discover the power within the attuned herb. You must make an Herbal powers roll, using the score of the herb as a free modifier. The result is the spell.
  4. There are two options of how it is cast. The first is to make the herb into a kind of talisman that has its magical power available to anyone who owns the herb—when the duration of the effect is over the herb crumbles to dust. The second is to draw the power into the character as a power—when you have done this the herb crumbles to dust.

Here are some specials for Herbal Power:

Magical Senses, Basic Low Magic Power

You can sense the use of powers and the presence of higher powers. Here is a special for Magical Senses:

Metal Power, Basic Low Magic Power

This power allows you to cast spells with magical metals. When this power is first purchased you knows how to perform a specific spell within one magical intention and knowledge of one kind of metal. The metal is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual. New inentions, metals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Metals.

  1. The first step is to find and collect the metal you want (a metal that fits your magical intention). This requires an Metal Power roll to not ruin the metal.
  2. You then spend a week in daily meditation on the herb while fasting. You must then make a successful Metal Power roll to be attuned to the metal (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the metal is wasted. You then spend a day to discover the power within the attuned metal. You must make a Metal Power roll, using the score of the metal as a free modifier. The result is the spell.
  4. There are two options of how it is cast. The first is to make the metal into a kind of talisman that has its magical effect available to anyone who owns the metal—when the duration of the effect is over the metal crumbles to dust. The second is to draw the power into the character as a power—when you have done this the metalb crumbles to dust.

Here are some examples of specials for Metal Magic:

Prepare Place, Basic Low Magic Power

This power allows you to instill places with magical power. When this power is first acquired you will learn one spell within one intention for a particular place. When the week-long ritual is over the place becomes magical for the duration, conferring the effects of the spell to anyone who enters it. New places, intentions, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of (Specific place). Here are some examples of specials for Prepare Place:

Salve Magic, Basic Low Magic Power

This power allows you to cast spells with magical oils, creams, and ointments. When this power is first purchased you know how to perform one spell within a magical intention and the recipe for one salve. The salve is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual. Once a jar of salve is opened, the salve will spoil in one year. If unopened, the salve will last indefinitely. New inentions, metals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Salves.

  1. The first step is to find and collect the ingredients for the salve you want to make (a salve that fits your magical intention). This requires a Salve Magic roll to not ruin the ingredients.
  2. You then spend a week in daily meditation on the salve you are mixing. You must then make a successful Salve Magic roll to be attuned to the mixture (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the salve is wasted. You then spend a day to discover the power within the attuned mixture. You must make a Salve Magic roll, using the score of the mixture as a free modifier. The result is the spell.
  4. There are two options of how it is cast. The first is to use the salve as a kind of talisman that has its magical effect available to anyone who uses it—when the duration of the effect is over the salve evaporates. The second is to draw the effect into the character as a power—when you have done this the salve evaporates.

Here are some examples of specials for Salve Magic:

Stone Power, Basic Low Magic Power

This power allows you to cast spells with magical stones. When this power is first purchased you know how to perform one spell within a magical intention and knowledge of one type of stone. The stone is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual. New inentions, metals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Stones.

  1. The first step is to find and collect the stoneyou want to make magical (a stone that fits your magical intention). This requires a Stone Power roll to not ruin the stone.
  2. You then spend a week in daily meditation on the stone. You must then make a successful Stone Power roll to be attuned to the mixture (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the effort is wasted. You then spend a day to discover the power within the attuned stone. You must make a Stone Power roll, using the score of the stone as a free modifier. The result is the spell.
  4. There are two options of how it is cast. The first is to use the stone as a kind of talisman that has its magical effect available to anyone who uses it—when the duration of the effect is over the power within the stone fades away. The second is to draw the effect into the character as a power—when you have done this the stone turns to dust.

Here are some examples of specials for Stone Power:

Suffumigation Magic, Basic Low Magic Power

This power allows you to cast spells with magical perfumes and scents. When this power is first purchased you know how to perform one spell within a magical intention and the recipe for one perfume. The perfume is required as a limited magic item that is only active when consecrated at the beginning of a ritual, it is not consumed in the ritual. Once a suffumigation is opened, it will spoil in one year. If unopened it will last indefinitely. New inentions, metals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Perfumes and Scents.

  1. The first step is to find and collect the ingredients for the suffumigation you want to make (a metal that fits your magical intention). This requires a Suffumigation Magic roll to not ruin the ingredients.
  2. You then spend a week in daily meditation on the suffumigation you are mixing. You must then make a successful Suffumigation Magic roll to be attuned to the mixture (this must be modified by either PF or Endurance or some similar skill to offset fatigue).
  3. You have a week to perform the next step before the suffumigation is wasted. You then spend a day to discover the power within the attuned mixture. You must make a Suffumigation Magic roll, using the score of the mixture as a free modifier. The result is the spell.
  4. There are two options of how it is cast. The first is to use the suffumigation as a kind of talisman that has its magical effect available to anyone who uses it—when the duration of the effect is over the salve evaporates. The second is to draw the effect into the character as a power—when you have done this the suffumigation evaporates.

Here are some specials

Tap Power Source or Flow, Basic Low Magic Power

This power allows you to tap into a source or flow of power that they have found. The level of success is split between the duration of the tapping and the effect. The effect is a pool of power collected from the tapping that removes existing power detriments. Any remainder in the pool absorbs additional detriments until it is exhausted, or the duration ends.

  1. Spend a week meditating each day on the power source. Failure to do this results in a -5 per day not spent.
  2. Spend a day making a magical vessel that will contain the power pool. This requires a successful Tap Power Sopurce or Flow roll. Failure to do this for a day results in a -5 to your success.
  3. Spend an hour drawing power mfrom the source or flow into the vessesl, thus creating a power pool for the duration.
  4. When the duration is reached any remaining power in the pool diffuses.

Here are some specials:

Tattoo Magic, Basic Low Magic Power

This power allows you to cast spells with magical tattoos. When this power is first purchased you know how to perform one spell within a magical intention. An ink pot, ink, and a needle are required as limited magic items that are only active when consecrated at the beginning of a ritual, the ink is consumed in the ritual. These spells are cast by ritually applying the tattoo to the recipient. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Tattoos. Here are some examples of specials for Tattoo Magic:

Air Magic, Difficult Low Magic Power

This power allows you to use the power of the air to perform magical workings. When this power is first purchased you knows how to perform one spell within a magical intention. A wind vane, or a similar item, is required as a limited magic item that is only active when consecrated at the beginning of a ritual. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Air. Here are some examples of specials for Air Magic:

Beast Companion, Difficult Low Magic Power

You use your power to attract animal friends and then acquire their abilities through a ceremony. When this power is first purchased you are allowed to choose one spell, one animal, and one suitable magical intention. This intention should be one of the abilities of the animal. The magician is able to summon and influence animals of the type specified, where the level of success is split between the number of animals and the duration of the influence. The number of animals is the numerical result divided by one hundredth of the cost of the creature (consult the GM for this). It may take the animal a long time to reach you, thus the duration may end before they animals reach you. You must then perform a ceremony to cast the spell. New inentions, animals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Animals. Here are some examples of specials for Beast Companion:

Earth Magic, Difficult Low Magic Power

This power allows you to use the power emanating from the ground to perform magical workings. When this power is first purchased you know how to perform one spell within a magical intention. The ritual must be done on a rocky outcropping, or on sand. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Earth. Here are some examples of specials for Earth Magic:

Fire Magic, Difficult Low Magic Power

This power allows you to use a specially prepared fire to perform magical workings. When this power is first purchased you knows how to perform one spell within a magical intention. A brazier is required as a limited magic item that is only active when consecrated at the beginning of a ritual. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Fire. Here are some specials for Fire Magic:

Mind of the Beast, Difficult Low Magic Power

You are able to possess a particular animal. A possessed animal is little more than a robot in your service. Those who love nature or animals consider this power to be a great evil. When this power is first purchased you are allowed to choose one animal and one spell within a suitable magical intention. This intention should be one of the abilities of the animal. You can possess an animal by successfully making a Mind of the Beast roll. You can possess more than one animal at a time. Each such possession results in a -1 to all ability rolls for the duration of the possession. Once you have possessed an animal you can perform a ceremony to use the animal to cast spells. New inentions, animals, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Animals.

A side effect of this skill is the acquisition of the condition Feared by Animals (b). You acquire two levels in this condition for each level in the power.

Here are some examples of specials for Mind of the Beast:

Place Magic, Difficult Low Magic Power

This power allows you to use a magical place to perform magical workings. The place must already be magical (such as with Prepare Place). When this power is first purchased you will know how to perform one spell from a magical intention within a specific place. New places, intentions, or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of (Specific place). Here are some specials for Place Magic:

Power Ritual, Difficult Low Magic Power

This is the power to perform a ritual while within either a ley line or a power source. You are able to perform your magic by manipulating the flow of power. When this is first acquired you learn one spell within a magical intention. New inentions or spells can be researched so long as you have the skill Knowledge of Magic. Here are some specials for Power Ritual:

Water Magic, Difficult Low Magic Power

This power allows you to use a specially prepared cauldron of water to perform magical workings. When this power is first purchased you know how to perform one spell within a magical intention. A cauldron and water, or some similar items, are required as a limited magic items that are only active when consecrated at the beginning of a ritual. New inentions or spells can be researched so long as you have the skill Knowledge of Magic or Knowledge of Water. Here are some examples of specials for Water Magic:

Dance Ceremony, Extreme Low Magic Power

This is the power to cast spells through a ten minute dance. When this power is first purchased you know how to perform one spell within a magical intention. In order to raise the level of this power, you must first purchase a level in either Endurance (PF) (b) or Agility (PF) (b). New inentions or spells can be researched so long as you have the skill Knowledge of Magic. Here are some examples of specials for Dance Ceremony:

Heart of the Beast, Extreme Low Magic Power

The magician is able to change into the shape of a particular animal. When this power is first purchased the magician is allowed to choose one animal and one ability of the animal shape chosen. New inentions, animals, or abilities can be researched so long as you have the skill Knowledge of Magic or Knowledge of Animals. Here are some examples of specials for Heart of the Beast:

Spontaneous Magic, Extreme Low Magic Power

This power allows certain beings to develop magical powers without study. This power should be limited to magical races. Using this power requires some manifestation; an incantation, a gesture, a period of meditation, a prayer, etc. When this power is first purchased you know how to perform one spell within a magical intention. Here are some examples of specials for Spontaneous Magic:

Song Spell, Extreme Low Magic Power

This power allows the magician to use singing to cast magical workings. When this power is first purchased you know how to perform one spell within a magical intention. New inentions or spells (songs) can be researched so long as you have the skill Knowledge of Magic or Knowledge of Music. Here are some examples of specials for Song Spell:

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