CHAPTER FIVE: MAGIC
GENERAL
The Armour Check Penalty from Armour also applies to any Power checks.
A PC who takes the Wild Talent Feat uses Cha for that Power. A user of Wild Magic is called a SorcererA Sorcerer suffers from corruption as a Mage. A Cleric who takes the Wild Talent feat is subject to both Corruption as a Mage as well as the strictures of his faith, when using that Power.
When a PC first takes the Power Feat, he must decide whether the source of his Magic is arcane or divine. If it is divine then the PC must decide which God he is a follower.
A user of Arcane Magic is called a Mage and uses the Int Attribute for Powers. Mages gain Second Sight and Ward Powers for free. All other Powers are accessible to Mages except Purifying Light.
Mages suffer from Corruption when using any magic that upsets the natural order. Healing, raising the dead, corrupting or torturing others, mentally enslaving others and dealing with Infernals all give rise to Corruption. When a person does an act of evil (DC 10 to 25) or a Mage uses Arcane Magic in evil ways (DC 10 + ranks/2), the person must make a Will Save. If he fails, he gains a point of Corruption.
Corruption acts as a bonus for Infernals to notice that person and a negative reputation when dealing with Infernals. A person can remove this penalty by giving into Corruption and loosing his soul. The person may now use Corruption as a positive Reputation when dealing with Infernals and also as the stat for all Power usage. Corruption can be reduced by spending 10 Conviction earned from his Virtue (not Vice).
A user of Divine Magic is called a Cleric and uses the Wis Attribute for Powers. Any Cleric may use any Power listed under their God’s Domains untrained and gains Purifying Light (as modified below), Visions and Ward Powers for free. The Powers a Cleric may choose must come from his God’s domains. Clerics do not suffer from Corruption when using their God’s Powers.
DOMAINS
If a God has a Power listed more than once (including Purifying Light, Visions or Ward) then his Cleric’s gain a +2 divine bonus to using that power.
- Adventure: Body Control, Enhance Senses.
- Air: Wind Shaping, Weather Shaping.
- Animal: Beast Link (Bliss, Calm, Dominate, Sleep).
- Artifice: Earth Shaping, Metal Shaping, Object Reading.
- Assassination: Manipulate Objects, Psychic Blast.
- Autumn: Drain Vitality, Wind Shaping.
- Chaos: Any one Power.
- Dark Lore: Scrying, Second Sight.
- Death: Drain Vitality, Harm.
- Destruction: Elemental Strike, 1 Shaping Power.
- Druid: Imbue Life (also considered to have the Imbue Item Feat to create Wold Wardens)
- Earth: Earth Shaping, Nature Reading.
- Evil: Mind Touch (Dominate, Pain).
- Farmstead: Beast Link (Calm, Sense Minds), Nature Reading.
- Fire: Elemental Strike, Fire Shaping.
- Good: Enhance Others, Heart Reading.
- Healing: Cure, Cure Poison.
- Knowledge: Object Reading, Visions.
- Law: Mind Touch (Dominate), Truth Reading.
- Luck: Any 1 Power.
- Madness: Mind Touch (Mind Reading, Mind Shaping)
- Magic: Second Sight, Ward.
- Mechanika: Energy Shaping, Tech Link (Dominate, Sense Minds, Sleep).
- Mendicant: Cure Blindness/Deafness, Cure Disease.
- Mercantilism: Object Reading, Suggestion.
- Plant: Nature Reading, Plant Shaping.
- Plunder: Manipulate Object, Move Object.
- Predation: Beast Link (Dominate, Pain), Combat Sense.
- Protection: Psychic Shield, Ward.
- Righteousness: Heart Shaping, Psychic Weapon.
- Seafaring: Water Shaping, Weather Shaping.
- Spring: Cure Disease, Enhance Others.
- Strength: Body Control, Enhance Self.
- Summer: Heart Reading, Light Shaping.
- Travel: Body Control, Nature Reading.
- Trickery: Illusion, Manipulate Object.
- Tyranny: Mind Touch (Mind Reading, Mind Shaping).
- Undeath: Drain Vitality, Imbue Unlife.
- War: Harm, Purifying Light.
- Warrior: Combat Sense, Purifying Light.
- Water: Nature Reading, Water Shaping.
- Winter: Cold Shaping, Elemental Strike.
A follower of the Devourer Wurm who is also a member of the Circle also receives the Druid domain, provided he has taken Earth Shaping and Plant Shaping for his Chaos and Destruction domains.
NEW POWERS
Energy Shaping Power is similar to Electrokinesis from the True 20 Modern Appendix with the following changes:
- the Magnetokinesis application is removed.
- the Drain Power application may now be reversed to charge power sources such as accumulators (see Mechanika below).
Metal Shaping
Fatiguing
You can shape metal. A Metal Shaping check can have one of the following effects:
- Sunder Metal: Your can strike metal within sight and inflict damage equal to half your power rank, rounded down.
- Craft Metal: You can add a bonus of your ranks/4 to any Craft Skill check involving an object that is substantially metal.
- Improve Weapons and Armour: You can improve weapons and armour. A Metal Shaping check grants the weapon or armour a bonus to its base Damage bonus or Armour bonus. You can select a bonus lower than what you get on the table to reduce fatigue Difficulty, which is 10 + the bonus.
Result > Bonus
Up to 4 > +1
5–14 > +2
15–24 > +3
25–34 > +4
35+ > +5
Time: Sunder Metal is an attack action. Crafting Metal and Improving Weapons and Armour are move actions. The bonus from Improving Weapons and Armour lasts for 10 rounds (1 minute) per use.
Tech Link Power is used to contact technological items including mechanika such as Steamjacks. Its usage is identical to Beast Link.
CHANGED POWERS
The Fatigue rolls for using Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison and Imbue Unlife Powers also act as a save against non-lethal damage. The non-lethal damage and fatigue effects are cumulative.
Imbue Life Power has been altered and is now only used in creating “intelligent” constructs such as Woldwardens, Mechanical Familiars and Steamjacks.
Purifying Light Power has been altered to affect any “enemy” of the Cleric’s religion. This must be more than just someone opposed to the religion. It applies to Clerics, paladins, templars, devout followers and supernatural entities associated with enemy religions as well as being that are anathema to the religion, such as Undead and Infernals.
Sense Minds Power now only applies to the types of minds that the PC can contact. For example, if the PC has Mind Touch it can sense sentient minds, Beast Link it can sense animal minds, and Tech Link it can sense technological minds such as a Steamjack’s cortex.
MECHANIKA
A Mage may charge accumulators at the rate of 1 charge for each level of fatigue suffered. The Mage must make a Will Save DC18 to stop charging as normal.
In addition, a Mage may use Energy Shaping to get a more powerful charge. The Energy Shaping check result provides the following charges:
Result > Charge
15-19 > +1
20-24 > +2
25-29 > +3
30-34 > +4
35+ > +5
The power field of Warcaster Armour may absorb a number of Bruised and Hit results equal to the bonus Hit Points/5. The absorption recharges at the rate of 1 per round.