Draw Steel General Thread [+]

I mean bigger magic. Non-combat magic. Like 4E rituals. Speaking with animals, sending messages miles away, teleporting vast distances, identifying magic items, creating magic items, etc.
There's no one class or mechanic that covers all of these things. As zakael19 mentioned, a lot of these are built into the various classes like a Censor's Sense for Truth, or a Void Elementalist creating portals across the world, a Stormwright Fury's ability to speak with animals that they take the form of, the Thingspeaker perk that pretty much anyone can get to let them have a bit of psychometry, or the wide variety things that Titles let you do. Anybody can create magic items, if they have the Downtime, the appropriate pre-requisites/sources of materials, and the rolls (or a Retainer!) to pull off crafting it. As for identifying magic items, there aren't really any specific rules, just that a Hero can spend 5 uninterrupted minutes to learn what a Treasure is, unless otherwise specified. Minutiae like that doesn't really fit the vibe of Heroic and Cinematic.

Also, Encounters, the third core book, which was funded as part of the Crack the Sun Backerkit, will have guidance on Tests and Montages. I mention this because I am a big proponent of using Tests and/or Montages to cover a lot of the more utility spell sorts of things. An Exorcism or Devil summoning is perfect for a Montage, while a minor effect could easily be handled by a Test, whether it is outright allowing something to be attempted (the Green Elementalist wanting to weave the tree branches and vines into a bridge) or aiding an attempt (sure, the Telekinetic Talent can roll Reason + Lift to bend open the bars on a window instead of Strength).
 

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