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.
- 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.
- 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).
- 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.
- 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.
- 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:
- Learn a new spell for an existing animal-intention
combination.
- Learn a new intention for an existing animal.
- Learn a new intention for a new animal.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- Mimiic the animal while wearing the paint.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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.
- 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.
- 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).
- 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.
- 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.
- 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:
- Learn a new spell for an existing animal-intention
combination.
- Learn a new intention for an existing animal.
- Learn a new intention for a new animal.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- Produce the scent of the animal from the
potion.
- As a natural extension of the potion you
can perform one action suitable for the animal.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Combine two animal potions into one this
is a level-of-ten special).
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.
- 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.
- 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).
- 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.
- 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.
- 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:
- Learn a new spell for an existing beast-intention
combination.
- Learn a new intention for an existing beast.
- Learn a new beast to control.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- You can mimic the sounds made by an animal
you know of.
- If you summon a group of animals, they operate
as a pack.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty class by one (this
is a level-of-five special).
- Use this power to Duplicate the extreme condition
Animal Friend (this is a level-of-five special).
- Merge your senses with the animal at will
during the duration (this is a level-of-five
special).
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:
- Unaffected by hunger when not fasting.
- Gain visions of insight, allowing the magician
to learn new intentions and/or spells within
an existing intention in a power the magician
already has.
- Use this power to duplicate Knowledge (Self).
- Use this power to Duplicate Magical Senses.
- Recall a single past event with perfect clarity.
- While fasting you become aware of the presence
of nearby spirits.
- While fasting, you become less noticable
to animals or individuals that might be hunting
you.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 when applied to a specific power (this
may be acquired more than once, for each
new power)(this is a researched special).
- +1 to recovery rate, may be taken more than
once but only at multiple of five (this is
a researched special).
- Gain visions of the future when fasting (this
is a level-of-five special).
- Gain visions of the astral plane when fasting
(this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain visions of power, allowing the magician
to learn new powers (only on a multiple of
10).
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:
- Learn a new spell for an existing fetish-intention
combination.
- Learn a new intention for an existing fetish.
- Find a new fetish and gain a new intention.
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special and may not
be acquired through a level increase).
- +1 when using Magical Senses as a modifier
(this is a researched special and may not
be acquired through a level increase).
- Gain the ability to use the fetish as a general
magical focus item (this is a level-of-five
special).
- Bind the power of the fetish to a living
being—destroying the fetish in the porocess
(this is a level-of-five special).
- Gain the ability to draw the power out of
the fetish as a new magical power—destroying
the fetish in the process (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain the ability to use the fetish as a general
magic item even when not consecrated (this
is a level-of-ten special).
- Make a fetish that combines two powers (this
is a level-of-ten special).
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.
- 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.
- 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).
- 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.
- 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:
- Learn a new spell for an existing herb-intention
combination.
- Learn a new intention for an existing herb.
- Learn a new herb-intention combination.
- Use this power to duplicate Knowledge (Herbs).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Herbs) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Regenerate the used herb where the split
is also present within a radius of the herb
after it is replanted (this is a level-of-five
special).
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:
- Identify magical effects that you perceive
(you must have Knowledge of Magic to do this).
- See the astral plane.
- Use this power to duplicate the skill Knowledge
(Magic).
- Use this power to duplicate the psychic power
Clairvoyance (b).
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 to sense a specific power (may be acquired
for each power)(this is a researched special).
- Use magical senses to see in the dark (this
is a level-of-five special).
- Use this power to duplicate the psychic power
Clairvoyance (d) (this is a level-of-five
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Use this power to duplicate the psychic power
Clairvoyance (e) (this is a level-of-ten
special).
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.
- 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.
- 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).
- 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.
- 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:
- Learn a new spell for an existing metal-intention
combination.
- Learn a new intention for an existing metal.
- Learn a new metal-intention combination.
- Use this power to duplicate Knowledge (Metals).
- Use this power to Duplicate Magical Senses.
- Use this power to duplicate Craft (Metal).
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Metal) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell for an existing place-intention
combination.
- Learn a new intention for an existing place.
- Learn a new place-intention combination.
- Gain an awareness of what is happening in
a specific place that you already know with
this power.
- Use this power to generate the ability Knowledge
(The Specific Place You Are Working On).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Increase your power recovery rate by one
per day (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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.
- 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.
- 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).
- 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.
- 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:
- Learn a new spell for an existing salve-intention
combination.
- Learn a new intention for an existing salve.
- Learn a new salve-intention combination.
- Use this power to duplicate Knowledge (Salves).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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.
- 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.
- 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).
- 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.
- 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:
- Learn a new spell for an existing stone-intention
combination.
- Learn a new intention for an existing stone.
- Learn a new stone-intention combination.
- Use this power to duplicate Knowledge (Stones).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Stones) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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.
- 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.
- 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).
- 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.
- 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
- Learn a new spell for an existing recipe-intention
combination.
- Learn a new intention for an existing recipe.
- Learn a new recipe-intention combination.
- Use this power to duplicate Knowledge (Suffumigations).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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.
- Spend a week meditating each day on the power
source. Failure to do this results in a -5
per day not spent.
- 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.
- Spend an hour drawing power mfrom the source
or flow into the vessesl, thus creating a
power pool for the duration.
- When the duration is reached any remaining
power in the pool diffuses.
Here are some specials:
- Extend the power pool to another individual
for the duration by extending the split by
the number of recipients.
- Increase your daily recovery rate by one
(this may be done more than once, but subsequent
levels may only be acquired after the next
level of five has been reached).
- Use this power to duplicate Knowledge (Magic).
- Use this power to Duplicate Magical Senses.
- Make a vessel to contain an quantity of power
for a duration.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Use this power to duplicate Knowledge (Tattoos).
- Use this power to Duplicate Magical Senses.
- Use this power to duplicate Artistic Ability
(Tattoos).
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Gain the ability to predict the weather.
- Use this power to duplicate Knowledge (Weather).
- Use this power to duplicate Knowledge (Air).
- Use this power to Duplicate Magical Senses.
- When casting a spell a whirlwind erupots
around you, obscuring you from sight.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Air) as a modifier
(this is a researched special).
- +1 when using Knowledge (Weather) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 when casting from a high point or while
flying (this is a researched special).
- Gain the ability to speak the language of
air (this is a level-of-five special).
- Gain the ability to fly (this is a level-of-five
special).
- When casting a spell a violent whirlwind
erupots around you, obscuring you from sight,
preventing anyone fromreaching you, and doing
damage to anyone who tries (this is a level-of-five
special).
- Gain the ability to control the wind (this
is a level-of-ten special and only if you
already have the ability to speak the language
of air).
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:
- Learn a new spell for an existing beast-intention
combination.
- Learn a new intention for an existing beast.
- Learn a new beast to befriend.
- Gain the ability to speak to animals.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gaurantee that the friends you call is a
leader among animals (this is a level-of-five
special).
- You may call forth a flock or pack of animals
(this is a level-of-five special).
- You may have your beast comapnion lead you
to a nearby location (this is a level-of-five
special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Use this power to duplicate Knowledge (Earth).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Earth) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Gain the ability to speak the language of
earth (only when achieving a multiple of
5).
- Improve the difficulty classification by
one (this is a level-of-five special).
- When casting an earth magic you may cause
the ground to rise up around you, creating
a fortress of stone that will actively attack
enemies (this is a level-of-five special).
- You may transport yourself threough the ground
(this is a level-of-five special).
- Gain the ability to control the ground (thjis
is a level-of-ten special and only if you
already have the ability to speak the language
of earth).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Use this power to duplicate Knowledge (Fire).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Fire) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Gain the ability to speak the language of
fire (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- When casting a fire magic you may cause flames
rise up around you, creating a fortress of
fire that will actively attack enemies (this
is a level-of-five special).
- Gain the ability to control fire (this is
a level of ten special and only if you already
have the ability to speak the language of
fire).
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:
- Learn a new spell for an existing animal-intention
combination.
- Learn a new intention for an existing animal.
- Learn a new intention for a new animal.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell for an existing place-intention
combination.
- Learn a new intention for an existing place.
- Learn a new place-intention combination.
- Duplicate Knowledge (Place).
- Gain +1 to Power Recovery Rate.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 when the place is ancient (this is a researched
special).
- +1 when the place is magical (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- You may transport yourself within the place
(this is a level-of-five special).
- Gain the ability to speak the language of
a place, allowing the magician to activate
and communicate with the spirit of a place
(this is a level-of-five special).
- Gain the ability to control place, allowing
the magician to perform immediate magical
changes (this si a level-of-ten special and
only if you already have the ability to speak
the language of the place).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Gain the ability to locate places of power
and ley lines.
- Use this power to duplicate Knowledge (Magic).
- Use this power to Duplicate Magical Senses.
- Use the ley line to reduce your fatigue by
producing an additional split.
- Use the ley line to produce a cloaking effect,
making you more difficult to find as an additional
splitt.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- +1 when taking an additional hour to align
the ritual to the ley line (this is a researched
special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- During the ritual, the ey line transforms
into a vortex surrounding you, the result
is an icrease in you level of success byb
50% (though it does not effect your roll)(this
is a level-of-five special).
- Use the ritual to gaiun a power pool (this
is a level-of-five special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Use this power to duplicate Knowledge (Water).
- Use this power to Duplicate Magical Senses.
- Find sources of water nearby.
- See events in the surface of the water in
the cauldron.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Water) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Gain the ability to speak the language of
water (this is a level-of-five special).
- Improve the difficulty classification by
one (this is a level-of-five special).
- Gain the ability to control water (this is
a level-of-ten special and only if you already
have the ability to speak the language of
water).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Duplicate the skill Dance.
- Use this power to duplicate Knowledge (Dance).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new ability of an existing animal.
- Learn a new animal.
- Use this power to duplicate Knowledge (Animals).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special and may not
be acquired through a level increase).
- +1 when using Magical Senses as a modifier
(this is a researched special and may not
be acquired through a level increase).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Use this power to duplicate Knowledge (Magic).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Animals) as a modifier
(this is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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:
- Learn a new spell within an existing intention.
- Learn a new intention.
- Duplicate the skill Singing.
- Gain the ability to compose songs.
- Use this power to duplicate Knowledge (Music).
- Use this power to Duplicate Magical Senses.
- +1 when using Knowledge (Magic) as a modifier
(this is a researched special).
- +1 when using Knowledge (Music) as a modifier
(this is a researched special).
- +1 when using Singing as a modifier (this
is a researched special).
- +1 when using Magical Senses as a modifier
(this is a researched special).
- Improve the difficulty classification by
one (this is a level-of-five special).
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