Difference between revisions of "Magic"
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[[Main Page]] > [[Rules]] > [[Adventuring]] > [[Magic]] | |||
There are four categories of magic, one for each origin of power. | There are four categories of magic, one for each origin of power. | ||
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* Reality revolts against certain abuses of shadow magic (paradox): Attention? Harder to cast, shorter duration? | * Reality revolts against certain abuses of shadow magic (paradox): Attention? Harder to cast, shorter duration? | ||
* Creates "lies" to the dominant form of reality (Apparatus, Fury Will, Strange Dream) | * Creates "lies" to the dominant form of reality (Apparatus, Fury Will, Strange Dream) | ||
* Based on positively asserted lies | * Based on positively asserted lies that reality catches up on | ||
Effects: | Effects: '''all temporary''' | ||
* Illusions | * Illusions | ||
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==Cyphering== | ==Cyphering== | ||
Comes from ''failing'' the initiation to be a Master of Hidden Forms. Accessing The Anomaly to see The Apparatus drives people insane (strange corruption). If those people also have the Mastery necessary to become monks, those monks are cyphers. | |||
* Telepathy | |||
* Psychometabolism | |||
* Psychoportation | |||
* Clairsentience | |||
* "Metapsionics" |
Latest revision as of 04:00, 18 November 2022
Main Page > Rules > Adventuring > Magic
There are four categories of magic, one for each origin of power.
Integral Magic
Heraldry
Summary
- All spells known are innate (no preparation)
- Access to all spells is granted at level 1 (no learning spells)
- Focus determines what Power of spells can be safely cast (overcasting is possible)
- Energy is used to cast spells
- Spells are limited in theme to the divine domain of the Herald
Spell List
The Herald spell list depends on the specific divine domain that the Herald is attuned to. For example, the spell list for a Herald of Winter is limited to spells related to cold, stillness, and apathy. Whereas the spell list for a Herald of Summer is limited to spells related to heat, movement, and passion.
Knowing Spells
Once a Herald is attuned to a Divine Talisman, they immediately know how to invoke all of the spells of their Grand Design. This means that Heralds know how to cast every spell in their spell list at first level.
Casting Spells
Heralds can cast any spell they know, so long as they can vocalize and freely move their arms and hands.
Hidden Form Magic
- Spells known must be prepared to be cast
- Spells must be learned through independent research and experimentation
- Focus determines what Power of spells can be learned
- Energy is used to cast spells
- Spells are not limited in theme
Fury Magic
Sorcery
Focus instead of mana
Void Magic
Shadow Magic
- Reagents / components based - void ink (demon blood) writing lies (illusions) instead of Mana
- Casting limits are something like "how much blood can you safely drain from your demon familiar in a span of time?"
- Reality revolts against certain abuses of shadow magic (paradox): Attention? Harder to cast, shorter duration?
- Creates "lies" to the dominant form of reality (Apparatus, Fury Will, Strange Dream)
- Based on positively asserted lies that reality catches up on
Effects: all temporary
- Illusions
- Conjurations are semi reals, nothing they directly do "lasts"
- Evocations, but the damage is temporary
- Mind alteration (thoughts or memories as lie)
- Polymorph (shape as lie)
Strange Magic
Orisonry
PbtA style move with what you must include and what you can't include
(Blades in the Dark)
Occupancy
Artifact building mechanic using ritual / enchanting BitD mechanic
More items combine to make more powerful effects possible ("levelling up in power")
Cyphering
Comes from failing the initiation to be a Master of Hidden Forms. Accessing The Anomaly to see The Apparatus drives people insane (strange corruption). If those people also have the Mastery necessary to become monks, those monks are cyphers.
- Telepathy
- Psychometabolism
- Psychoportation
- Clairsentience
- "Metapsionics"