Spellcraft

These powers deal with the manipulation of magical forces.

Channelling

“Channeling” is one of the many general names given to a lesser form of Evocation that is only able to use one particular element. But more often such abilities are referred to by names such as pyromancy (fire evocation) and kinetomancy (kinetic force evocation).

Musts: You must define the element which your spellcasting is restricted to when you take this ability.

Item Slots. Channeling comes with two free Focus Item Slots. You can design the items that fit into these slots now, or later on during play. A single Focus Item Slot may be traded in for two Enchanted Item Slots. You may gain more Item Slots as one of the options on the Refinement ability—but you may only buy Refinement for that purpose. All items created for those slots must be in keeping with the elemental theme you've chosen for your power.

Effects: You now have an Attribute called Channelling. Allocate dice as you would any attribute, during character creation. If your character is already made and you somehow became magical, then you will have to take dice from the other attributes, to make a minimum of 2D in Channelling. The whatever-mancy you decided upon is now a skill in this attribute. As time and experience go on you can increase this skill. Particular uses of that -mancy can become specialized skills under the main skill. Such as Pyromancy: Fire Cage.

Cost: 2

 

Evocation

Evocation is the “thug” side of spellcasting, from some perspectives. It's all about pushing energy from one place to another, quickly—and subtlety isn't, truly, part of its vocabulary. Worse, it runs a real risk of spiraling out of the caster's control. Those who have mastered Evocation are among the most feared spellcasters around. It's not because they can create widespread destruction (although of course they can); it's because they're able to do potent spellcasting at a moment's notice. Those who haven't quite mastered evocation are usually dangerous as well—but only until they accidentally engineer their own demise.

Effects: You now have an Attribute Called "Evocation", when creating your character, allocate attribute dice with this one in mind. If your character is already made and you somehow became magical, then you will have to take dice from the other attributes, to make a minimum of 2D in Evocation. Decide on three elements that you use or know, these become skills under the Evocation attribute. Rote spells are specialized skills under that Element's skill.

Cost: 3

 

Lawbreaker

Musts: This ability must be taken immediately upon breaking one of the Laws of Magic (page 232). You must specify the Law broken at
the time you take the ability. This ability must be taken separately for each Law of Magic broken—noted like so: Lawbreaker (First),
Lawbreaker (Fourth), etc.

Description: You've broken one of the Laws of Magic:

First: You've taken a life with the use of magic, turning a little bit of your soul dark.

Second: You've transformed someone with the use of magic, destroying your victim's original body and, quite probably, mind.

Third: You've invaded someone's thoughts with the use of magic, violating the privacy of your victim's mind.

Fourth: You've enthralled or otherwise laid a compulsion upon another being with magic, likely causing long-term psychological trauma to your victim.

Fifth: You've reached beyond the borders of life and death with your magic, upsetting the natural order of the universe.

Sixth: You've swum against the flow of time, upsetting the natural order of the universe.

Seventh: You've sought knowledge from beyond the Outer Gates, or otherwise drawn power from that forbidden source, upsetting the natural order of the universe.

For more on the Laws of Magic and the consequences of breaking them, see page 232.

Effects:

Slippery Slope. Gain a +1D bonus to any spellcasting roll whenever using magic in a way which would break the specified Law of
Magic. Increase this spellcasting bonus to +2D if you've broken this Law three or more times; additionally, Every three times that you break this law past that point, another (different) aspect must be
changed. You cannot stack bonuses if you break multiple Laws with one spell—use the highest bonus.

Trouble Comes in Threes. Increase the spellcasting bonus by one if you have three or more Lawbreaker abilities in any combination (i.e., if you've broken three or more Laws of Magic, sporting a Lawbreaker ability for each one), making the maximum possible bonus +3D.

Cost: 0

 

 

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Cost: 3