Arcane Codex

The Arcane Codex

Domains are the vital links of the chains that comprise a Magician’s power. From the animal cunning and blunt trauma force of the Unbreakable Eye to the raging flame and irresistible glory of the Burning Hand, Domains define and uphold the distinctive style of each school of magic. The Codex is a tool intended to assist in calibrating and refining the unpredictable forces represented by each Domain, and more completely calculate how they will ultimately affect the Power and Complexity of the finished spell. 

(Read more about Spellcraft)

General Restrictions on All Spells

Spells are not capable of any of the following kinds of effects:
  • Spells affect the item they are targeting directly.  In other words, a heat spell on a ring makes the ring hot, not creates a ring of heating.  The Ensorcel technique can be used to grant an item the ability to confer a spell’s effect on a bearer or use an effect at will.
  • Spells cannot have spells themselves as the target, such as using a Speed spell to make a spell expire more quickly.
  • Spells cannot grant knowledge directly, such as conferring Skill ranks, Studies, or any kind of information.  Spells can grant the user supernatural perceptive abilities to see a distant place, read the mind of another, or otherwise reveal existing information that is otherwise obscured, but can’t simply confer knowledge directly. 

General Power Ratings

Broad Domains (Change, Purpose, Animals) due to their flexibility, might have more, some or all effects as one power grade Higher than normal, while Narrow Domains (Pain, Weight) might have effects as a grade lower. 

A given grade of effect with a flaw or restriction can generally be -1 Power, while the same effect but somehow superior can generally be +1 Power, which the even numbers are used for.

Qualities

All effects generated by magic carry with them the signature Quality of that Element, Flame, Stone, Lightning, or Water.  A Fire Mage using a Fear spell calls “Flame Fear”, and this generates a visible, flame-like quality to all onlookers, who can understand the Fear call to be caused by fire magic.   
 

When the effects below refer to Qualities, such as being resistant to a Quality, they only ever refer to Qualities that are not Mighty, DrivingQuick, Sacred or Hideous.  They may refer to any other Qualities, such as Flame, Stone, Lightning, Water, Poison, Disease, Stealth, etc.  

Lesser Effects (Base Power 1)

  • Non-Mechanical Effects (Close the door, etc)
  • Rank 1 and 2 Skill Effects

Standard Effects (Base Power 3)

  • Pain
  • Stagger
  • Hope
  • Bleed
  • Disarm
  • Obey (Limited/Simple Commands)
  • Use a Skill effect at rank 3
  • Set Attribute to a minimum base of Sound (1)
  • Grab
  • Standard Defense vs. 1 Condition Group
  • Defense Ability
  • Guard Ability
  • Toughness/Discipline vs one type: Poison, Staggering, Striking, Stunning, Controlling, Disease, Specific Quality,
  • Discipline vs one type: Fear, Socials, Self-Control, Illusion, Spellcasting Conditions
  • Know a Devotion
  • A Social Condition (Cower, Reason, Intrigue, Trust) 

Greater Effects (Base Power 5)

  • Stun
  • Sunder
  • Knockdown
  • Disarm and get the object
  • Winded
  • Slam
  • Fear
  • Authority
  • Use a Skill effect at rank 4
  • Set Attribute to a minimum base of Impressive (2)
  • Strike
  • Trauma
  • Blackout
  • Change a Devotion’s focus or prefix
  • Despair
  • Ignore (with important restrictions)
  • Alert
  • Resistant to a specific Quality (May call defenses normally not permitted)
  • Armor, Dodge or Parry 1/ every other Beat vs a specific Quality.
  • Obey (Broad Commands)
  • Add/Remove a Belief for the Duration

Mighty Effects (Base Power 7)

  • Block
  • Set Attribute Rank to a minimum base of Great (3)
  • Standard Defense Call (Parry Dodge or Armor) with 1 Beat refresh
  • Change a Devotion to another specific Devotion
  • Ignore (with some restrictions)
  • Use a Skill effect at rank 5
  • Toughness/Discipline 1/Beat vs a specific Quality 
  • Obey (Complex Commands)

Epic Effects (Base Power 9)

  • Set Attribute to a minimum base of Epic (4)
  • Ignore (No restrictions)
  • Toughness with 1 Beat Refresh
  • Discipline with 1 Beat Refresh
  • Immune to a specific Quality (No Effect vs a specific Quality)

Power, Resistance, and Immunity

  • One+ grade better than original effect = add Power
  • A specific Call gains Power the next time it is used = Same Effect level as the Call
  • Toughness/Discipline vs an effect = Equal Power to Effect
  • Immunity vs an effect = One grade higher than effect.  (Example, Immune to Bleed would be a Greater Effect)

FIRE

Deflagrate Ignis et Auctorita Luminos Dextera ex Anima Solarius Praepotentia

The creation and control of burning flames and waves of heat. 

The following game effects are treated as one grade lower in this Domain:

  • Strike 

LESSER EFFECTS 

  • Lighting a candle

STANDARD EFFECTS

  • Flame Strike
  • The Magician creates a wall of fire before them. Anyone who passes the wall takes a Flame Strike.  (Requires Linear Form)

GREATER EFFECTS

  • Flame Strike 2
  • For the duration of the spell, the Magician may call ‘Tracking Against the Living’ and clap, as per  the Tracking ability. Any living creature in earshot must respond by clapping, but undead creatures do not respond to this call. (Heat/Sight)

MIGHTY EFFECTS

  • The Magician may forge a blade out of flame. The blade is treated as having the Mighty perk and the Unbalanced flaw.
  • Flame Strike 3

EPIC EFFECTS

  • Flame Strike 4
  • The Archmage forges a Dragon of living fire to lay waste to her enemies.
  • (Requires Living Form)

The Faith Attribute as well as the occasional feat of Faith, such as changing one’s Devotion.

The Faith Domain governs game effects relating to the Faith Attribute, Devotion, Hope, Despair, Devoted, Prayer, Willpower, Zeal and Beliefs.

LESSER EFFECTS 

  • By making a relevant quote from their holy text, the Magician may immediately call one of the Social Conditions (Reason, Cowed, Intrigue, or Trust).  

STANDARD EFFECTS

  • The Magician may know someone’s Devotion.
  • Set Attribute Faith to a minimum base of Sound (1)
  • The Magician or their target gains one Hope.

GREATER EFFECTS

  • The Magician may change a Devotion’s Prefix.
  • The Magician may change a Devotion’s Focus.
  • Set Attribute Faith to a minimum base of Impressive (2)

MIGHTY EFFECTS

  • The Magician may change the target’s devotion to another specific Devotion, chosen at creation.
  • Flip the Target between Faith in Higher Power/Self for the Duration.
  • Set Attribute Faith to a minimum base of Great (3)

EPIC EFFECTS

  • Set Attribute Faith to a minimum base of Epic (4)

The Resolve Attribute as well as the occasional feat of Resolve, such as ignoring your better moral judgment.

The Resolve Domain governs game mechanics related to the Resolve Attribute, Discipline, Courage, and Insanity.

LESSER EFFECTS 

  • The Magician may narratively ignore a temptation presented to him.

STANDARD EFFECTS

  • Set Attribute Resolve to a minimum base of Sound (1)
  • Target gains one Discipline call per Rest.

GREATER EFFECTS

  • Set Resolve to a minimum base of Impressive (2)
  • Remove Fear from Target

MIGHTY EFFECTS

  • Set Resolve to a minimum base of Great (3)

EPIC EFFECTS

  • Set Resolve to a minimum base of Epic (4)
  • The Magician or their target may call Discipline once per Beat.

Panic, confusion, and riot-like behavior.

The Havoc Domain typically uses Obey commands.

LESSER EFFECTS 

  • The Magician may cause a target to become confused, understanding nothing that is happening around them.

STANDARD EFFECTS

  • The Magician may call Obey: ‘Attack the nearest person to you’ on a target.
  • For the duration of the spell, the target takes on the behaviorisms of the Harsh Temper flaw: belligerence, opposition to authority, and a tendency to fly off the handle. (Passion/Havoc)
  • Target’s devotion prefix changes to Hatred.  If they were Love: Family it becomes Hatred: Family. (Power 3 as Faith/Havoc/Change)
  • Give a target ‘Winded’ as their Cloak or cape begins to struggle against them. (Power 3 as Animation/Havoc)

GREATER EFFECTS

  • The Magician may call Power Obey: Flee on a target.
  • The target immediately gains a Mild Insanity.

MIGHTY EFFECTS

  • The target immediately gains a Severe Insanity.

EPIC EFFECTS

  • The target immediately gains a Crippling Insanity.

Conspicuousness and attractiveness on an emotional level, able to attract high levels of attention and favor.

LESSER EFFECTS 

  • For 1 Hour, whenever the Magician makes a logical argument (as per the Logos ability), they may call Reason on a target.  (Power 1 as Glory/Passion)
  • The Magician may call Obey: Stay with me on all targets within 15 ft. (Power 2 as Attraction/Glory, requires Blasting Form)

STANDARD EFFECTS

  • The Magician may enter and spend Posture.

GREATER EFFECTS

  • The Magician may add Power to a Social Call.

MIGHTY EFFECTS

  • The Magician may call Authority once per Beat.

EPIC EFFECTS

  • The target’s Devotion changes to the Magician’s Devotion.

Changing any one physical quality such, size, weight, or state. Simple and reasonable changes are lower Power than drastic ones.

Change is a Broad Domain, and the effects of this Domain are usually one whole grade higher than other Domains for similar effects.

LESSER EFFECTS 

  • The Magician may cosmetically change the appearance of an object.

STANDARD EFFECTS

  • The spell changes one weapon Perk or Flaw to another weapon Perk or Flaw.

GREATER EFFECTS

  • Add a weapon perk to your weapon based on the form factor of the weapon (e.g, a Broad Axe would take the Broad perk). You must also add the flaw based off the form factor to the weapon.

MIGHTY EFFECTS

  • The Magician may change a character’s Devotion focus or prefix.

EPIC EFFECTS

  • The Magician may change a character’s Devotion to another specific Devotion.
  • The Magician’s skin becomes its own defense. The Magician or their target may call Armor vs Hits and Striking Conditions every other Beat.

Invoking terror from the very depths of the heart.

Fear is a Narrow Domain, and its effects are typically one grade lower.  

The following game effects are treated as one grade lower in this Domain:

  • Fear
  • Cower
  • Obey: Fleeing related

LESSER EFFECTS 

  • The Magician may use the Blunt Instrument ability.

STANDARD EFFECTS

  • The Magician may call Fear on a target.

GREATER EFFECTS

    • Aggressive characters must spend a Discipline to attack the target.
    • The target permanently gains a Mild phobia.

    The Magician may call Power Obey: “Flee” on a target. (Power 5 as Havoc/Fear/Glory)

MIGHTY EFFECTS

  • The target permanently gains a Severe phobia.

EPIC EFFECTS

  • The target permanently gains a Crippling phobia.

The ability to create bright ambient light as well as see distant locations or targets visually.

LESSER EFFECTS 

  • The Magician may cause an object to glow with moderate light.
  • The Magician may see while blind or blindfolded.
  • The Magician can see a location that they are familiar with within Range.

STANDARD EFFECTS

  • The Magician can see objects with Hidden tags for the duration of the spell.
  • The Magician or a target gains one Discipline to be used immediately against Illusions.

GREATER EFFECTS

  • For the duration of the spell, the Magician may call ‘Tracking Against the Living’ and clap, as per  the Tracking ability. Any living creature in earshot must respond by clapping, but undead creatures do not respond to this call. (Heat/Sight)

MIGHTY EFFECTS

  • Target may become Alert if they see a Stealthed character.

    EPIC EFFECTS

  • The Magician may see any past or present event in a specific location within Range.

Drawing forth of people or objects to a certain point, either by their own will or by exerting force.

LESSER EFFECTS 

  • The Magician may narratively attract an object to them.
  • The Magician may use the Intrigue ability.
  • The Magician may call Obey: Stay with me on all targets within 15 ft.
  • (Power 2 as Attraction/Glory, requires Blasting Form)

STANDARD EFFECTS

  • The target’s blade gains a Parry call, refreshing on rest.
  • (Attraction/Animation)

GREATER EFFECTS

  • The Magician may snatch away the blade of an enemy by calling Disarm, drawing it to their own hand.
  • The Magician may call Power Obey: Follow me

MIGHTY EFFECTS

  • The Magician may snatch away the blade of an enemy by calling Power Disarm, drawing it to their own hand.

EPIC EFFECTS

  • All characters within 15 ft gain a Severe Obsession with the Magician.
  • (Requires Blasting Form)

Manipulation of emotions to become more intense and fervent than before.

LESSER EFFECTS 

  • The Magician may use the Entice ability.

STANDARD EFFECTS

  • For the duration of the spell, the target takes on the behaviorisms of the Harsh Temper flaw: belligerence, opposition to authority, and a tendency to fly off the handle.

GREATER EFFECTS

  • Target’s Devotion changes to Love: The Magician. (Power 5 as Faith/Passion/Attraction)
  • The Magician may give a target a Mild Obsession with a person, place, or thing.

MIGHTY EFFECTS

  • Increase an Insanity by one grade; Mild would become Severe, Severe would become Crippling, etc
  • The Magician may give a target a Severe Obsession with a person, place, or thing.

EPIC EFFECTS

  • The Magician may give a target a Crippling Obsession with a person, place, or thing.

Giving the spark of movement under your control to an otherwise inanimate object.

LESSER EFFECTS 

  • The spell activates or deactivates any mechanical device, such as a trap, a gun, or a lock.

STANDARD EFFECTS

  • The target’s blade gains a Parry call, refreshing on rest.
  • (Attraction/Animation)

GREATER EFFECTS

  • Give a target ‘Winded’ as their Cloak or cape begins to struggle against them.

MIGHTY EFFECTS

  • The Magician may call 1 Dodge per Beat for a target.

EPIC EFFECTS

  • The Magician may animate an object, rendering it into a Wyrd creature capable of following orders, feeling affection, and rudimentary communication. Requires physrep.

Invoking pure pain, either in the form of trauma or otherwise into a target.

Pain is a Narrow Domain, and its effects are typically one grade lower.  

The following game effects are treated as one grade lower in this Domain:

  • Pain
  • Stun
  • Blackout

LESSER EFFECTS 

  • The target of the spell narratively feels intense pain in a limb indicated by the caster.

STANDARD EFFECTS

  • The Magician may call Pain on a target.

GREATER EFFECTS

  • The Magician or their target is immune to Pain for the duration of the spell.

MIGHTY EFFECTS

  • The Magician may call Blackout on a target.

EPIC EFFECTS

  • The target Force is afflicted with debilitating Pain, unable to follow orders.

WATER

Ibatoran Hahm Put Halo Tahom Sois Oran de Ibat Fulos Kei Sei Fulos ibi Aran

The control of water, pulled from a standing source or out of ambient moisture, and the powerful waves that it forms.

The following game effects are treated as one grade lower in this Domain:

  • Strike 

LESSER EFFECTS 

  • The Magician may narratively create small amounts of water.

STANDARD EFFECTS

  • Call Water Strike

GREATER EFFECTS

  • The Magician may call Power Water Strike

MIGHTY EFFECTS

  • The Magician may call Power Thirst Winded on a target.

EPIC EFFECTS

  • The Magician immediately and drastically wrenches forth all the moisture from a target’s body. The target takes Power Blackout, and if it is not immediately resisted, they gain the Traumatized condition on awakening.

The Faith Attribute as well as the occasional feat of Faith, such as changing one’s Devotion.  

The Faith Domain governs game effects relating to the Faith Attribute, Devotion, Hope, Despair, Devoted, Prayer, Willpower, Zeal and Beliefs.

LESSER EFFECTS 

  • Know whether a target is Pragmatic or Spiritual.

STANDARD EFFECTS

  • Set Attribute Faith to a minimum base of Sound (1)
  • Know the target’s Devotion and how much Despair they have, if any. (Power 3 as Faith/Clarity)
  • Prevent Hope from expiring for the duration of the spell. (Power 3 as Faith/Time/Cycles)

GREATER EFFECTS

  • Set Faith to a minimum base of Impressive (2)
  • The target’s Devotion changes into the Magician’s Devotion. (Paths/Purpose/Reflection)

MIGHTY EFFECTS

  • Set Faith to a minimum base of Great (3)

EPIC EFFECTS

  • Set Faith to a minimum base of Epic (4)

The Speed Attribute as well as the occasional feat of Speed, such as moving a blinding speed all at once over a certain distance.

The Speed Domain governs game effects relating to the Speed Attribute, Dodge, Quick, and Mobility.

 

LESSER EFFECTS 

  • The Magician may create a path where none previously existed, exiting a locked room or other space in which they are trapped. (Power 2 as Paths/Speed)

STANDARD EFFECTS

  • Set Attribute Speed to a minimum base of Sound (1)
  • The Magician may enter Ignore, opening a Hidden Path to an unblocked location within Range. They may traverse the Path in Stealth for the duration of the spell. The Magician must treat anything outside of the Stealthed path as though it were also in Stealth and unable to be perceived. (Power 4 as Paths/Speed)
  • Defense: Dodge

GREATER EFFECTS

  • Set Attribute Speed to a minimum base of Impressive (2).
  • Add the Quick quality to any Brawl ability.
  • Enter Ignore and immediately leave the scene if not impeded by barriers. 

MIGHTY EFFECTS

  • Set Attribute Speed to a minimum base of Great (3).
  • Accomplish Crafting in half the time.
  • Gain an additional Downtime Action for a purely physical activity. 

EPIC EFFECTS

  • Set Attribute Speed to a minimum base of Epic (4).
  • Accomplish Crafting in a third of the time.
  • Gain two additional Downtime Actions for purely physical activities.

Removing impurities, contagions, and other negative influences.

LESSER EFFECTS 

  • The Magician may narratively cleanse an object or person.
  • The target’s Disease is reduced by one step of progression. This spell may not remove the Disease itself.

STANDARD EFFECTS

  • The Magician may suppress a Mild or Severe Insanity. (Power 4 as Clarity/Cleansing)
  • The target receives a Toughness to spent immediately against Disease.
  • Remove 1 Filth in all Districts of a city using Convolutional Escapement or appropriate Forms and Range.

GREATER EFFECTS

  • The Magician may remove a Mild Insanity
  • Remove 3 Filth in all Districts of a city using Convolutional Escapement or appropriate Forms and Range.

MIGHTY EFFECTS

  • The Magician may remove a Severe Insanity
  • Remove 5 Filth in all Districts of a city using Convolutional Escapement or appropriate Forms and Range.

EPIC EFFECTS

  • The Magician may remove a Crippling Insanity.
  • Remove 10 Filth in all Districts of a city using Convolutional Escapement or appropriate Forms and Range.

Experiencing events outside of one’s own moment in time.

Time can be used to gain some level of precognitive ability by distorting the perception of time or at higher Power, experience a moment out of time as if present.

Perception of Time

Most Time spells bend the perception of time for the caster.  Spells from the Time Domain always affect the Magician and only the Magician.  If the target of the spell is another character, the spell allows the Magician to perceive information about that character’s timeline.  If the Magician targets themselves with a Time spell, they learn information about their own timeline. These can allow the Magician to learn about critical events in their future or past, which can grant them prescient alertness to some kinds of danger.

Abilities that can be justified with precognitive abilities can be utilized under the standard Effect grades.

Kairotic Time Travel

Time magic can allow a Magician to fully experience an event out of time, either forward or backwards from their ordinary moment in time.  Time is measured from certain points of metaphysical importance to the world. Such a point is called a Kairos. These events are summoned from their place in time and experienced by the Magician mentally.  The Magician can interact with characters or objects to a limited degree, but isn’t actually present in the real event and can’t make changes to the outcomes in their timeline.

 

These experiences are run either by narration or as a Trial, depending on the subject matter.  While the Magician is a present participant in the scene, they can interact with any characters or items in the scene, however, the scene only has “content” within it that was kairotic to the event.  For example, if a character were holding and examining a book, that book would be present. If the character wrote within the book, the page and what they wrote would be present, as would any passages that were critical to the event occurring.  An unrelated book sitting on a shelf might also be present, but the pages would be blank and insubstantial were the Magician to examine it, because its contents are not relevant to the Kairos.

 

During an experience such as this, the Magician enters a trance state.  Once the Kairos ends, the Magician’s senses are returned to their ordinary timeline automatically, or it can be ended early with the Unweave Technique.

Time Spell Parameters

 

A Kairos has a given “Kairocity” rating depending on how important of an event it is, and the higher this rating, the easier it is to navigate to magically.  

Time spells use Power to find a Kairos. Experiencing an event with a strong Kairos, such as an event of global importance or deep personal significance to the target of the spell is a Mighty Effect.  Experiencing an event with a weak Kairos, such an obscure but important event is an Epic effect. Events of deep personal significance to the target are Greater Effects. The most powerful magic (Power 10) can target even miniscule points in time.

Time spells can navigate to any point within the Duration of the spell as a form of chronological distance, such as a spell with Duration 5 being able to perceive an event during the last Period.  The event in question must have happened within the Range of the spell.

 

Apoptotic Time

If the Apoptosis Technique is used with the Time Domain, the manipulation of Time is less perspective and more mechanical.  Instead of experiencing Time, the Magician is bodily shunted out of their own time and to the Kairos, which is run as a Trial.  Actions the Magician takes can go on to affect future time periods from the event.  

Future Intervention

The Magician can also attempt to alter a future event that has not yet happened in their time.  When doing so, the Magician names a set of circumstances that might happen and tries to locate a Kairos.  If the event was ever possible, the Magician finds a Kairos and has an effect there, but if the description was not specific enough, they may travel to and change the wrong Kairos for what they really wanted to accomplish by changing a moment they never encounter in their own timeline.  The Magician must name at minimum the location (such as a specific building or small area), what happens (such as “someone comes to kill me”) and a specific named target that is present. The Magician can be more specific if they wish. The target moment must also be within the Duration and Range of the spell.  Generally such personal events are Greater Effects to navigate to.

When the spell is cast, the Magician briefly flickers out of existence for those who see them, having gone to that moment of time and intervened.  The Magician has enough time in the future event to cast any one spell they have on the target that they designated (which may be themselves), provided the spell meets the requirements of whatever Fallacies it has associated with it.  They are then discharged back to their own timeline, somewhat disoriented and hazy on the details.

Until the moment actually comes to pass or the Duration of the spell expires, the Magician gains 1 Anacrusis Point.  If the specific circumstances do come to pass, the Magician may immediately call the effect of the spell they previously indicated.

Past Intervention

If a Magician intervenes in a past event, they may be able to affect outcomes in the present. Changes the Magician makes to an event play out over the intervening periods, and new events unfold.  

Time will naturally try to reform itself in a way that preserves as much of the timeline as possible without error, so many events, may surprisingly remain unaffected or have come about in different ways, though at least the actual facts of the intervention do play out.  Especially powerful Kairoi that have shaped hundreds of other Kairoi around them are especially resilient to change.

Personal Understanding Navigational Requirement

The other essential component is that the magician must be able to conceive of the Kairos they are attempting to travel to, which generally means they must know about it, and have at least a moderately solid understanding of what they are trying to find.  It is more or less impossible to find “theoretical” kairoi in the past. Note that this means that events that are completely unknown to living history are not targetable. If the Magician achieves an understanding of the event somehow (Archaeology, magical visions, an old book, interviewing a person they meet in the past) they can attempt to target that event with a spell, even if they return to their home time.

Returning

Apoptotic Time Travelling does not have a native way to return to one’s own timeline, and a second spell to return to your place in time must be cast while you are in a foreign timeline. The Power to return to your proper place in Time is 1 due to its intense personal importance to you, but the Duration must be sufficient to return, usually the same Duration as the original spell, with the possibility of higher Durations for longer trips backward.

 

LESSER EFFECTS 

  •  

STANDARD EFFECTS

  • The Magician is able to define the next steps for the target to achieve a Personal Victory based on their Devotion.
  • The Magician gains an Alert Dodge through foresight (Power 4)

GREATER EFFECTS

  • The Magician gazes into the multiverse of possible futures to see how likely a specific outcome to a specific action is. The Magician may ask an ST how likely a specific result is from a specific action. Both action and result must be contained within the Event.
  • Experience a Kairos of powerful personal significance to the target.

MIGHTY EFFECTS

  •  Experience a Powerful Kairos important to world events.

EPIC EFFECTS

  • Experience an Weak Kairos of obscure importance.

Accessing and enhancing those things which an object or idea is made to accomplish, or setting a new purpose for those things.

Purpose is a Broad Domain, and its effects are usually one grade higher than similar effects from other Domains.

LESSER EFFECTS 

  • Know a Target’s Devotion Prefix.

STANDARD EFFECTS

  • The Magician is able to divine the next steps necessary for the target to achieve a Personal Victory based on their devotion. ST required. (Power 3 as Purpose/Paths/Time)

GREATER EFFECTS

  • The Magician gazes into the multiverse of possible futures to see how likely a specific outcome to a specific action is. The Magician may ask an ST how likely a specific result is from a specific action. Both action and result must be contained within the Event.(Power 5 as Purpose/Time/Clarity)
  • The Magician may inflict a Belief on a target for the duration of the spell. (Power 5 as Purpose/Pressure/Faith)
  • Know the target’s 1 sentence description of character concept. ST required(Power 5 as Clarity/Purpose)

MIGHTY EFFECTS

  • Change the focus of a target’s Insanity.

EPIC EFFECTS

  • Change a Target’s Devotion into yours permanently. (Faith/Purpose)

Washing away obscurity, illusion and control.

Clarity spells do not grant any form of superior sight or perception, they only deal with removing obscurities over what is normal.

LESSER EFFECTS 

  • The Magician gains a Discipline vs the Trust call, as per the Suspicion Ability.
  • (Power 2 as Clarity/Purpose)

STANDARD EFFECTS

  • Gain a Discipline vs. one category: Illusions, Social Conditions, Mental Conditions, or Insanities
  • Suppress a Mild or Severe Insanity. (Power 3 as Clarity/Cleansing)

GREATER EFFECTS

  • Call Reveal, as per Vigilance 3.

MIGHTY EFFECTS

  • Ignore the effects of Despair for the duration of the spell

EPIC EFFECTS

  • The Magician may completely remove any Insanities, Despair, or mind altering effects from the target.

Reflection of any kind of effect, be it physical, emotional or otherwise.

LESSER EFFECTS 

  • The Magician may narratively feel a target’s current emotion or cause a target to feel the Magician’s own emotion.

STANDARD EFFECTS

  • The Magician equalizes their health with the target, making the target suffer all physical Calls and Conditions, including Injuries and Battered, that the Magician suffers for the duration of the spell. The Magician should repeat any Condition calls made against them to the target of this spell. (Power 4 as Balance/Reflection)

GREATER EFFECTS

  • If a Social Condition is successfully applied to you, you may repeat that call.

MIGHTY EFFECTS

  • Whenever you suffer a specific Category of Combat Condition (Striking, Stunning, or Staggering) you may repeat that same Call against your attacker, whether or not you have called a Defense against the condition.

EPIC EFFECTS

  • The Magician may call No Effect on Combat Conditions targeted at them, then the same call back at their opponent if in melee.  If defended, the initial effect resumes on the Magician.
  • The Magician may call No effect on Melee Hits, then Strike on that opponent.  If defended, the initial effect resumes on the Magician.
  • The Magician may call No Effect on Social Conditions, then back at their interlocutor. If defended, the initial effect resumes on the Magician.

Manipulating, creating and revealing new and existing paths of travel for people and objects.

LESSER EFFECTS 

  • Projectiles slow to a crawl within a 15ft bubble for the duration, becoming ineffective to all but the completely immobilized (Requires Blasting Form)
  • Gain the ability to walk clearly along the hidden paths of the forest. Target may walk on trials as if they had Survival 1 for the duration.  

STANDARD EFFECTS

  • The Magician may use the Ignore Pose to walk directly to the targeted area that they could have walk to.
  • When Travelling the Magician may shorten the Path travelled along, cutting the distance in half (Requires range 8 or 9 if travelling outside the Theatre)

GREATER EFFECTS

  • The target may enter the Ignore pose and immediately leave the area.
  • When Travelling the Magician may shorten the Path travelled along, cutting the distance into a quarter of its original length (Require range 8 or 9 if travelling outside the Theatre)

MIGHTY EFFECTS

  • When Travelling the Magician may shorten the Path travelled along, cutting the distance into an  eighth of its original length (Requires range 8 or 9 if travelling outside the Theatre)

EPIC EFFECTS

  • SWhen Travelling the Magician may shorten the Path travelled along, cutting the distance to practically nothing, requiring only to travel a single Hex to travel anywhere in the world(Requires range 8 or 9 if travelling outside the Theatre)

Maintaining of corresponding effects, opposite effects and evening of distributions.

LESSER EFFECTS 

  • The Magician may perform a minor narrative feat requiring good physical balance

STANDARD EFFECTS

  • The Magician equalizes their health with the target, making the target suffer all physical Calls and Conditions, including Injuries and Battered, that the Magician suffers for the duration of the spell. The Magician should repeat any Condition calls made against them to the target of this spell. ( Power 4 as Balance/Reflection)
  • The target gains a Dodge against Staggering Conditions, refreshing on Rest.

GREATER EFFECTS

  • The target’s Devotion Prefix is changed to that of the Magician’s for the duration of the spell. (Balance/Faith)

MIGHTY EFFECTS

  • The target may call No Effect on all Staggering Conditions.

EPIC EFFECTS

  • In any case when a Staggering Condition would have been called on the Magician, the Condition is instead called on their attacker. (Balance/Reflection)

Manipulation of any cyclical series, anything that happens and un-happens in sequence.

LESSER EFFECTS 

  • The Magician halts their biological needs for a Downtime. They are treated as being adequately fed and housed without the necessity of consuming Resources, as per the Camping ability. (Reduced from Standard Effect)

STANDARD EFFECTS

  • Make someone who is moving and fighting Winded / Give target that is out of combat and sitting a Rest.(Power 4 as Time/Cycles)

GREATER EFFECTS

  • Prevents Hope from expiring for the duration of the spell.

MIGHTY EFFECTS

  • The Magician gains a Power Social Call to be used immediately on a target, as if the Magician had previously put them into the relevant Social Condition.

EPIC EFFECTS

  • While gathering resources from a Node, the output is double what it would have been otherwise.

Exerting the force of great weight upon particular points or places.

Pressure is a Narrow Domain, and its effects are typically one grade lower.  

LESSER EFFECTS 

  • The Magician may cause a target to feel intense pressure on a specific limb.

STANDARD EFFECTS

  • Magician may call Water Sunder on a targeted object
  • (Power 3 as Pressure/Water)

GREATER EFFECTS

  • The Magician may inflict a Belief on a target for the Event.
  • (Power 5 as Purpose/Pressure/Faith)

MIGHTY EFFECTS

  • The Magician may call Power Water Knockdown on a target. (Pressure/Water)

EPIC EFFECTS

  • One of the target’s limbs is crushed and twisted by the full force of Ujoctl. The limb gains a Severe Maim and the target takes the Traumatized condition.
  •  

EARTH

Relix Narez Relit Mamuri Worum Sicun Gundavult Vorug ta Verg Tyra

Manipulation of the hard stone, dense turf and grinding sand that makes up the earth.

The following game effects are treated as one grade lower in this Domain:

  • Strike 

LESSER EFFECTS 

  • The Magician may narratively manipulate the earth and stone around them.

STANDARD EFFECTS

  • Call Stone Strike
  • The Magician may seal up a door with loose earth so that not even Air could enter, or the Magician may unseal an entrance. The Magician should place a note on the outside of the door or window, saying that the Slip ability does not work here, and Feats of Strength cannot be used to break down the door.  (Power 4 as Structures/Earth)
  • When the Seal is broken, the trespasser suffers a Stone Strike and Stone Grab. This effect repeats in the space where the trespasser was originally standing each Beat for the rest of the Combat Scene. (Power 4 as Earth/Weight, requires Outer Seal)

GREATER EFFECTS

  • The Magician may call Stone Blackout on a target.  

MIGHTY EFFECTS

  • The Magician may call Power Stone Knockdown on all targets in a line.
  •        (Requires Linear Form)

EPIC EFFECTS

  • The Magician may change the type of a Node from Mountains to Plains.
  • (Requires Nidus Form and Duration 7 or Convolutional Escapement Praxis)

The Fortitude Attribute as well as the occasional feat of Fortitude, such as reinforcing a door or bulwark.

The Fortitude Domain governs game effects that relate to the Fortitude Attribute, Armor, Toughness and Grit.

LESSER EFFECTS 

  • Target gains the Resilience ability from Grit 2, for the duration of the spell. (Power 2 as Fortitude/Resistance)
  • The Target gains 1 Toughness call per Rest vs Stunning Effects. (Power 2 as Resistance/Fortitude)

STANDARD EFFECTS

  • Set the Fortitude Attribute to a minimum base of Sound (1).
  • Target object gain a Toughness vs Sunder
  • (Power 3 as Fortitude/Strength/Metal)

GREATER EFFECTS

  • Set the Fortitude Attribute to a minimum base of Impressive (2).

MIGHTY EFFECTS

  • Set the Fortitude Attribute to a minimum base of Great (3).
  • Call No Effect against Stunning Conditions.

EPIC EFFECTS

  • Set the Fortitude Attribute to a minimum base of Epic (4).

The Strength Attribute as well as the occasional feat of Strength, such as tearing a door from its hinges.

The Strength Domain governs game effects related to the Strength Attribute, Mighty, Parry, Staggering, Stunning, Striking and Controlling Conditions.

LESSER EFFECTS 

  • The Magician may narratively lift a heavy object such as a tree.

STANDARD EFFECTS

  • Set the Strength Attribute to a minimum base of Sound (1).

GREATER EFFECTS

  • In an Act of strength call Sunder on a held item.
  • Set the Strength Attribute to a minimum base of Impressive (2).
  • The Magician’s hands become terrible claws and are treated as Light Weapons for the purpose of Parry and Hits. The Magician may freely use any Light Weapons or Brawl skill that they know while wielding their claws. These hits inflict a Speed Disease 1. These claws last for the Combat Scene and must be costumed.
  • (Power 5 as Animal/Strength/Plant)

MIGHTY EFFECTS

  • Set the Strength Attribute to a minimum base of Great (3).

EPIC EFFECTS

  • Set the Strength Attribute to a minimum base of Epic (4).

The creation and spread of diseases.

LESSER EFFECTS 

  • The Magician may identify the Power and affected Attribute of a target’s disease.

STANDARD EFFECTS

  • The Magician may call Strength Disease 1 on all targets within 15′ of an area in Oration Distance. If any target resists the Disease, then the Magician is instead affected.  (Requires Blasting Form)
  • The Magician makes in incision in the Target’s limb and coaxes the disease out of the blood of the target and into a bottle, over the course of 10 minutes. The targeted limb has Pain for the next hour. The target gains 1 Toughness to be immediately spent on resisting the disease. The sample of the disease survives for later use in the sealed bottle. The bottle can be used as a plague of the same disease later.

GREATER EFFECTS

  • The Magician sickens a part of the Province they are occupying. Any Supply lines that pass through the Province are ruined. All armies on those Supply Lines become Out of Supply for the Chapter. (Power 5 as Rot/Disease/Animal, requires Duration 7 or Convolutional Escapement Praxis, and Nidus Form)

MIGHTY EFFECTS

  • The target may call “No Effect” to any calls with the Disease Quality for the duration of the  spell.

EPIC EFFECTS

  • When the Magician is cut, they may infect a target within speaking range with a Plague.

Adding resistance, either physical or otherwise to actions.

LESSER EFFECTS 

  • The spell jams the insides of a device so that no parts can move.  The device can be neither activated or deactivated, it will remain in its current state.  This includes locks. (Power 2 as Resistance/Metal)
  • The Magician enchants a person or object with incredible weight. They should attach a tag to any enchanted items saying that they cannot be moved without a Feat of Strength, as per Impressive Strength. The tag should note the time the effect ends. (Power 2 as Weight/Resistance)

STANDARD EFFECTS

    • For the duration of the spell, the Magician or a target gains the Guard Ability, able to call Armor once per Rest.
    • Call Stone Winded on a target. (Power 3 as Force/Weight/Resistance)
    • The Target gains 1 Toughness call per Rest vs Staggering, Striking, OR Stunning Effects.

GREATER EFFECTS

  • The Magician may call Stone Slam.
  • The Magician’s skin gains the properties of metal. They may call Armor against Hits and Striking Conditions once every other Beat as if they were wearing a suit of plate mail. This does not stack with mundane armor. They do not suffer any movement penalties. (Power 6 as Metal/Resistance)

MIGHTY EFFECTS

  • Block

EPIC EFFECTS

  • The Magician may call Power Block.

 

Creation and revision of buildings, walls, supports, even statues and other creations of rock and stone.

LESSER EFFECTS 

  • The Magician is sheltered and fed by the wilderness. The Magician or their Target is considered to be under the Camping condition for the Downtime, as per the Camping ability. (Requires Duration 7) (Structures/Plants)

STANDARD EFFECTS

  • The Magician may seal up a door with loose earth so that not even Air could enter, or the Magician may unseal an entrance. The magician should place a note on the outside of the door or window, saying that the Slip ability does not work here, and Feats of Strength cannot be used to break down the door.  (Power 4 as Earth/Structures)
  • The spell forces the Trigger to activate on the targeted Device. A trap will be set off at its normal target space, a gun will go off in its wielders hands, a hidden knife will spring out and reveal itself. The Magician must know about the Device to target it. (Power 3 as Structures/Metal/Force)
  • The target Sundered item is repaired over 10 minutes, as metal bends and wood regrows back into shape. Does not take a commodity, but still uses up durability, and the item is now considered Wyrd. (Power 3 as Plants/Metal/Structure)
  • The Magician designates a line of force, no longer than 3 strides, which prevents passage. Anyone crossing the line takes Stone Slam backwards. Projectiles cannot pass through the barrier. (Power 3 as Force/Resistance/Structure)

GREATER EFFECTS

  • The Magician may spend their Downtime to add 5 Labor to a Building. (Requires Convolutional Escapement Praxis)
  • The Magician commands wood and stone to form themselves into a piece of Wyrd Furniture. This does not cost any materials. (Power 5 as Plant/Stone/Structure)

MIGHTY EFFECTS

  • The Magician may spend their Downtime to add 10 Labor to a Building. (Requires Convolutional Escapement Praxis)
  • All traps within 15 ft of the spell are triggered. (Requires Blasting Form)

EPIC EFFECTS

  • The Magician may spend their Downtime to raise a Building. (Requires Convolutional Escapement Praxis)

Manipulation of worked metal, both in shape and function.

LESSER EFFECTS 

  • The Magician may narratively attract a metal object.

STANDARD EFFECTS

  • The targeted blade gains a Toughness vs Sunder, refreshing on Rest.
  • The Magician may call Stone Sunder against one Metal object within range of the spell (Power 3 as Metal/Force)

GREATER EFFECTS

  • The Magician’s skin gains the properties of metal. They may call Armor against Hits and Striking Conditions once every other Beat as if they were wearing a suit of platemail. This does not stack with mundane armor. They do not suffer any movement penalties. 

MIGHTY EFFECTS

  • The Magician calls Power Disarm on an aggressive character holding a metal weapon. If the call is not resisted, the weapon flies to the Magician’s hand.

EPIC EFFECTS

  • Bring a Metal Statue to life for the Duration as a Golem.

Communicating, commanding and emulating animals. 

The Animals Domain is Broad.  The game effects that it produces are often charged at one grade higher than standard.  Those effects that give animal abilities to other characters always require appropriate phys-reps.  

LESSER EFFECTS 

  • The Magician can communicate with the beasts for the duration of the spell.  They may ask Staff what any animals in the area may know. The concerns of beasts are often not the concerns of wizards.

STANDARD EFFECTS

    • While in a Wilderness area the Magician may take the Ignore Pose any time they are pressed against a tree or foliage. They may not move while in the Ignore Pose, and must costume branches and leafy parts. (Power 3 as Animal/Plant)
    • The Magician enchants an animal and may see through its eyes and control it’s movement. The Magician must concentrate fully and can take no other actions. The Magician must provide a physrep for the animal and should go with the physrep in the Ignore pose. Characters who are made Alert or call Reveal are pointed to the animal physrep.

GREATER EFFECTS

  • The Magician sickens a part of the Province they are occupying. Any Supply lines that pass through the Province are ruined. All armies on those Supply Lines become Out of Supply for the Chapter. If the targeted Node is undeveloped, Geomancy provided the Magician 5 Acuity for casting this spell. (Power 5 as Rot/Disease/Animal, requires Geomancy, Convolutional Escapement Praxis, and Nidus Form)
  • The Magician’s hands become terrible claws and are treated as Light Weapons for the purpose of Parry and Hits. The Magician may freely use any Light Weapons or Brawl skill that they know while wielding their claws. These hits inflict a Speed Disease 1. These claws last for the Combat Scene and must be costumed. (Power 5 as Animal/Strength/Plant)
  • The target gains the Tracking ability and is made Alert by any noises made by stealthed characters for the duration of the spell. The target must costume a bat’s nostrils and ears for the duration.
  • The target must call Fear once per scene against each person they encounter for the duration of the spell.  The target must physrep beastial and monstrous features, such as fangs, fur, and/or strange eyes. They should wear a clearly visible Red Glowstick,

MIGHTY EFFECTS

  • The Magician summons a group of small creatures such as mice or insects with the Swarm instinct.

EPIC EFFECTS

  • The Magician grows the keratinous scales and fearsome claws of some ancient beast. They may call Toughness every Beat and their claw physreps are treated as Light Weapons with the Quick Perk for the duration of the spell.
  • The Magician may perfectly transform into an animal.

Increasing or redistributing the weight that an object exerts.

LESSER EFFECTS 

  • All targets within 15′, including the Magician, suffer the Stone Stagger condition each Beat for the rest of the Combat. (Power 1 as Weight/Force, requires Blasting Form)
  • The Magician enchants a person or object with incredible weight. They should attach a tag to any enchanted items saying that they cannot be moved without a Feat of Strength, as per Impressive Strength. The tag should note the time the effect ends. (Power 2 as Weight/Resistance)

STANDARD EFFECTS

  • Call Stone Winded on Target within Oration Range. (Power 3 as Weight/Force/Resistance)
  • When the Seal is broken, the trespasser suffers a Stone Strike and Stone Grab. This effect repeats in the space where the traspasser was originally standing each Beat for the rest of the Combat Scene. (Power 4 as Earth/Weight, requires Outer Seal)

GREATER EFFECTS

  • The Magician may call Stone Knockdown on a line of targets.
  • (Stone/Weight, requires Linear Form)

MIGHTY EFFECTS

  • The Magician may call Power Stone Knockdown on a line of targets.(Force/Weight, requires Linear Form)

EPIC EFFECTS

  • All targets within range of the spell, excluding the caster, are paralyzed for the duration, unable to move or be moved.

Stimulating the growth and development of plant life, as well as causing it to behave in unusual or dangerous ways.

LESSER EFFECTS 

  • The Magician may narratively cause the growth or renewal of plants.

STANDARD EFFECTS

  • The target Sundered item is repaired over 10 minutes, as metal bends and wood regrows back into shape. Does not take a commodity, but still uses up durability, and the item is now considered Wyrd. (Power 3 as Plants/Metal/Structure)
  • The Magician may cause the nearest tree to open up and swallow them. Once they touch the tree they may enter the Ignore pose. They cannot be Revealed. As they’re hands are encased in wood, they cannot Unweave this spell themselves and must wait out the duration of the spell before leaving the tree. 
  • While in a Wilderness area the Magician may take the Ignore Pose any time they are pressed against a tree or foliage. They may not move while in the Ignore Pose, and must costume branches and leafy parts. (Power 3 as Plant/Animal)

GREATER EFFECTS

  • The Magician grows a Wyrd plant, with 3 traits of their choosing. The plant withers and loses all potency after the spell expires, as do all preparations made with the Wyrd Herb.
  • The Magician’s hands become terrible claws and are treated as Light Weapons for the purpose of Parry and Hits. The Magician may freely use any Light Weapons or Brawl skill that they know while wielding their claws. These hits inflict a Speed Disease 1. These claws last for the Combat Scene and must be costumed. (Power 5 as Animal/Strength/Plant)
  • The Magician commands wood and stone to form themselves into a piece of Wyrd Furniture. This does not cost any materials. (Power 5 as Plants/Stone/Structure)
  • The Magician pulls forth the resources of a Forest Node. The Magician gains 1 Wyrd Supply Unit of either Wood or Leather per Quality of the Node, then the Quality is reduced by 1. This action takes up the Magician’s Downtime, and the spell is considered to be cast in a Geomantic Leypoint if the Node is undeveloped. (Power 5 as Plants/Animals/Force)

MIGHTY EFFECTS

  • The Magician may spend their Downtime to renew the depleted resources of a Forest node. (Requires Nidus Form and Convolutional Escapement Praxis)

EPIC EFFECTS

  • The very world bends before the power of the Wizard. The Magician spends their Downtime and raises a towering forest where before there was none, changing the type of a Node from Plains to Forest. (Requires Nidus Form and Convolutional Escapement Praxis)

Exerting raw force upon a targeted area.

LESSER EFFECTS 

  • All targets within 15′, including the Magician, suffer the Stone Stagger condition each Beat for the rest of the Combat. (Power 1 as Weight/Stone/Force, requires Blasting Form)

STANDARD EFFECTS

  • Call Stone Slam on a target within Range of the spell.
  • Call Stone Winded on Target within Range of the spell. (Power 3 as Weight/Force/Resistance)
  • The Magician enchants stones and wood to form themselves into a building. They spend their Downtime to add 5 Labor to a Building. If the building required a Stone Slab, then it requires one less Stone Slab. The building is now Wyrd. (Power 4 as Structures/Stones/Force, requires Blasting Form and Convolutional Escapement Praxis)

GREATER EFFECTS

  • The Magician may call Knockdown on all targets in a line. (Force/Weight, requires Linear Form)

MIGHTY EFFECTS

  • The Magician may call Power Sunder on all targets holding a weapon within 15 ft. (Requires Blasting Form)

EPIC EFFECTS

  • Anyone within range of the spell is prevented from taking steps or any other action in the direction of the Magician.

Rapid decay of organic material. Direct attacks resisted by Grit.

LESSER EFFECTS 

  • The spell narratively strips rot from bone.

STANDARD EFFECTS

  • The Magician may call Sunder against an organic object, such as a Door.

GREATER EFFECTS

  • The Magician sickens a part of the Province they are occupying. Any Supply lines that pass through the Province are ruined. All armies on those Supply Lines become Out of Supply for the Chapter. If the targeted Node is undeveloped, Geomancy provided the Magician 5 Acuity for casting this spell.
  • The Magician may spend their Downtime to remove Corpse Heaps within a City. (Requires Convolutional Escapement Praxis)

MIGHTY EFFECTS

  • Undead within 15 ft of the Magician must spend a Toughness or else be destroyed. (Requires Blasting Form)

EPIC EFFECTS

  • The Magician may call Power Obey every Beat on Undead creatures.

AIR 

Lurelin Liden Lolthvidorin ay Ladurianim Soladuanadihl Karulieal va Torinim

The following game effects are treated as one grade lower in this Domain:

  • Strike 

LESSER EFFECTS 

  • Narratively control the movement of an item.

STANDARD EFFECTS

  • Call Lightning Strike

GREATER EFFECTS

  • The Magician may call Blackout on a character that is already Winded
  • The Magician may call Winded by removing the Air from the targets lungs (Air/Insubstance)
  • Cause terrible storms in the Province or Theater, making Travel rolls considerably more dangerous (Requires Range 7 or 8, Duration 7, and Radiant Form)

MIGHTY EFFECTS

  • The Magician may create a powerful gust of wind, calling Power Wind Slam on all targets in a line. (Requires Linear Form)
  • The Magician is carried on the Wind during Travel, moving at extraordinary speeds (Air/Speed/Movement apply) (Requires Duration 7)

EPIC EFFECTS

  • Become as the Wind, call No Effect on all Combat Conditions and Hits that do not have a the Fire, Wind, or Lightning Quality. You may not physically affect the world in this form

The Intellect Prime Stat as well as feats of intellectual processing such as memorizing a string of 1000 words.   

The Intellect Domain governs game effects related to the Intellect Attribute and Academics.

LESSER EFFECTS

  • Memorize 1 page worth of complex information, including a single Arcanum. (Power 2 as Intellect/Memory)
  • Gain XP equal to the Power of the spell that vanish when the spell ends, along with anything that they have been spend to purchase. Cannot combine with real XP

 

STANDARD EFFECTS

  • Set Intellect to a minimum base of Sound (1)

GREATER EFFECTS

  • Set Intellect to a minimum base of Impressive (2).

MIGHTY EFFECTS

  • Set Intellect to a minimum base of Great (3).

EPIC EFFECTS

  • Set Intellect to a minimum base of Epic (4).

The Speed Prime Stat as well as the occasional feat of Speed, such as moving a blinding speed all at once over a certain distance.

The Speed Domain governs game effects relating to the Speed Attribute, Dodge, Quick, and Mobility.

LESSER EFFECTS 

  • The Magician may use the Ignore hand sign when opening or closing doors, as per the Slip ability. (Speed/Subtlety)

STANDARD EFFECTS

  • 1 Dodge call vs a Category of Conditions per Rest
  • Gain the Defense: Dodge ability
  • Set Speed to a minimum base of Sound (1) 

GREATER EFFECTS

  • Set Attribute Speed to a minimum base of Impressive (2).
  • Add the Quick quality to any Brawl ability.
  • Enter Ignore and immediately leave the scene if not impeded by barriers. 

MIGHTY EFFECTS

  • Set Attribute Speed to a minimum base of Great (3).
  • Accomplish Crafting in half the time.
  • Gain an additional Downtime Action for a purely physical activity. 
  • Call Dodge every other Beat.

EPIC EFFECTS

  • Set Attribute Speed to a minimum base of Epic (4).
  • Accomplish Crafting in a third of the time.
  • Gain two additional Downtime Actions for purely physical activities.

Power over language, transfer of ideas, and expressing understanding.

LESSER EFFECTS 

    • Some high Circle Air Magician is alerted and may read the Magician’s mind and discern what aid they need. They may choose to help, should they wish to.
    • Leave a message of up to 10 mins in length.
    • The Magician leaves a thought in an area to be received by other Air mages. (Power 1 as Communication/Thought/Subtlety)
    • Alerts the Magician to thoughts marked out by other magicians. (Power 1 as Seeking/Thought/Communication)
    • When using Streetwise: Invitation to call an NPC, the Magician may name another person as the expected invitee. (Power 2 as Communication/Illusion)

STANDARD EFFECTS

    • Magician may read all written communications on a targeted person, excluding Books.  (Communication/Memory/Seeking)
    • For the next 10 Minutes the Magician can perfectly copy another person’s handwriting as per the Forgery ability. (Power 4 as Communication/Control)
    • Get the exact wording of a text that is written in a living language (Rogalt, Aldersabin, Elven, Dwarven, etc) (Power 4 as Communication/Memory)
    • Communicate with a person regardless of language barriers

GREATER EFFECTS

  • The Magician may add one Power to their next use of either Reasonable, Cow, Intrigue, or Trust.
  • Communicate with an animalistic entity

MIGHTY EFFECTS

  • The Magician may send a mental message to any character whose full name they know.

EPIC EFFECTS

  • Talk to (a) God.

Creation of illusions that fool the mind. Higher Power results in more complex illusions that can move realistically or affect multiple senses.

LESSER EFFECTS 

  • The Magician may create an Illusion that fools 1 sense.
  • Change the appearance of one item to something similar shape, man sized or smaller.
  • When using Streetwise: Invitation to call an NPC, the Magician may name another person as the expected invitee. (Power 2 as Communication/Illusion)

STANDARD EFFECTS

  • The Magician may create an Illusion that fools 2 senses.

GREATER EFFECTS

  • The Magician may create an Illusion that fools all senses.
  • The Magician may create an Illusion that fools 3 senses and can move.
  • Whenever the Magician does not move for a Beat they may enter the “Ignore” pose. They may take 3 steps or a tumble as per Stealth 3 without leaving Ignore. (Power 6 as Illusion/Subtlety)

MIGHTY EFFECTS

  • The Magician may create a perfect illusion that can move.

EPIC EFFECTS

  • The Magician may create an illusion that can love you.

The property of intangibility, as well as causing things or concepts to fail or be poorer at the task for which they were designed.

LESSER EFFECTS 

  • The Magician may narratively cause an item to become insubstantial.
  • May escape from bonds.
  • May open a lock.

STANDARD EFFECTS

  • Make a door insubstantial and capable of being pushed through.
  • The Magician may call Obey 2: “Forget the past 10 Minutes” on a target.The target does not realize that this has happened to them. (Power 3 as Memory/Thought/Insubstance)
  • The Magician may enter the Ignore Pose and take 10 strides in a straight line.(Power 3 as Insubstance/Air/Subtlety)
  • The Magician may call Disarm on a target. (Power 3 as Movement/Control/Insubstance)
  • If the Magician is Injured, Downed, or requires use of a Toughness, they fade partially from this world. They may call Dodge every other Beat, but they may not do damage or lift heavy objects as per the Feeble Flaw. (Power 3 as Insubstance/Illusion/Speed)

GREATER EFFECTS

  • Remove a Perk from a weapon.

MIGHTY EFFECTS

  • The target’s Devotion Prefix changes to Apathy. (Raised from Greater Effect by Domain)

EPIC EFFECTS

  • The Magician may permanently cause an item to fade from the world.

Reading or creating recall of events in a character’s mind, as well as imprints left behind upon a place or object.

LESSER EFFECTS 

  • Create a plausible memory that lasts. Artificial memories have no emotional impact.
  • Memorize 1 page worth of complex information, including a single Arcanum. (Power 2 as Intellect/Memory)

STANDARD EFFECTS

  • The Magician may call Obey 2: “Forget the past 10 Minutes” on a target.The target does not realize that this has happened to them. (Power 3 as Memory/Thought/Insubstance)
  • The Magician gets the history of an item back 1 hour, no proper nouns

GREATER EFFECTS

  • Implant a memory so pervasive that the target will make any justifications or alterations necessary to continue to believe

MIGHTY EFFECTS

  • The Magician learns the history of an item as pertaining to a specific person or location.

EPIC EFFECTS

  • The Magician changes a Memory that informs a Belief. The changes are so realistic and powerful as to permanently change the Belief itself.
  • The Magician learns the complete history of an item.

Inconspicuousness and unobtrusiveness on a mental level. Causes people, objects or events to become easily ignorable and unimportant.

LESSER EFFECTS 

  • The Magician may enter the Ignore pose under the normal conditions for entering Stealth.

STANDARD EFFECTS

  • The Magician or their target is immune to Arcane Sensitivity and Epistemic Lens. Detection spells of Power 3 or lower are defeated; only spells with Power higher than 3 can be detect the effects of this spell. Only spells with a Power of 3 or lower may be hidden at this Power.
  • The Magician may use the Double-talk ability.
  • The Magician may enter the Ignore Pose and take 10 strides in a straight line.(Power 3 as Movement/Speed/Subtlety)

GREATER EFFECTS

  • Whenever the Magician does not move for a Beat they may enter the “Ignore” pose. They may take 3 steps or a tumble as per Stealth 3 without leaving Ignore. (Power 6 as Illusion/Subtlety)

MIGHTY EFFECTS

  • The Magician may enter the Ignore pose and move with minor restrictions.

EPIC EFFECTS

  • The Magician may enter the Ignore pose and move without restriction.

Find objects, places, or people that you are familiar with, or where something has gone from a location.

LESSER EFFECTS 

  • Alerts the Magician to thoughts marked out by other magicians. (Power 1 as Seeking/Thought/Communication)
  • The Magician may use the Confrontation ability with the Power substituting for Streetwise. (Requires Range 7)
  • Know the direction of an object or person with which the Magician is familiar.

STANDARD EFFECTS

  • The Magician may search for a specific simple thought occurring recently, and who thought it. (Power 3 as Seeking/Thought/Memory)
  • The Magician may call Obey: “Come here” on a target. The target innately knows where to go. (Power 3 as Seeking/Thought/Control)
  • Add the Spiked Perk to any thin bladed weapon as it is enchanted to seek out the weak points of armor
  • The Magician knows the location of an object or person with which the Magician is very familiar. Must be within the Range of the Spell

GREATER EFFECTS

  • The Magician may call Obey: “Come here” on a target. The target innately knows where to go and must spend Discipline to resist obeying the summons.(Power 5 as Seeking/Thought/Control)
  • The Magician knows the location of an object or person with which the Magician has a good description

MIGHTY EFFECTS

  • Enchant a weapon with the Driving Quality on all Conditions

EPIC EFFECTS

  • The Magician knows the location of an object or person that she has vaguely heard of.

Reading and creating current thoughts in the minds of others. Higher Power allows for more believable thoughts to be introduced, or to read more deeply hidden secrets.

LESSER EFFECTS 

  • Alerts the Magician to thought marked out by other Air magicians. (Power 1 as Seeking/Thought/Communication)
  • The Magician leaves a thought in an area to be received by other Air mages. (Power 1 as Thought/Communication/Subtlety)

STANDARD EFFECTS

  • The Magician may call Obey 2: “Forget the past 10 Minutes” on a target. (Power 3 as Thought/Memory/Insubstance)
  • The Magician may call Obey: “Reveal your current thought” on a target.
  • The target is immune to mind reading effects of Power 3 or less.
  • The Magician may call, or have a Storyteller call Obey on a target. The Obey must be a single command with no conditional statements, lasting for ten seconds. (Thought/Control)

GREATER EFFECTS

  • The target is immune to mind reading effects of Power 5 or less.
  • The Magician may introduce or have an ST introduce a straightforward idea, no longer than one sentence, to the target as a thought of their own.
  • The target gains a mild Phobia of an object or person for the duration of the spell.

MIGHTY EFFECTS

  • The target is immune to mind reading effects of Power 7 or less.

EPIC EFFECTS

  • The target is immune to mind reading effects.

 

Influencing events through subtle manipulation from many points, causing general trends as well as more direct puppetry through constriction of options.

Control is a Broad Domain.  Game effects that are produced by this Domain usually cost one grade of power more.

LESSER EFFECTS 

  • The Magician may narratively control an object.

STANDARD EFFECTS

  • The Magician may Disarm an opponent
  • The Magician may call Obey: “Come here” on a target. The target innately knows where to go. (Power 3 as Thought/Control/Seeking)
  • The Magician may call, or have a Storyteller call Obey on a target. The Obey must be a single command with no conditional statements, lasting for ten seconds. (Power 3 as Thought/Control/Communication)

GREATER EFFECTS

  • The Magician may call Obey every beat for the Duration of the spell.

MIGHTY EFFECTS

  • The Magician may change the Focus of a target’s Devotion.

EPIC EFFECTS

  • The target gains a Crippling Compulsion to achieve a goal of the caster’s choosing.

Control over movement, either as an assistance to a character’s general fluidity, or as a total control of movement over an object.

LESSER EFFECTS 

  • The Magician may escape from bonds. (Insubstance/Movement)
  • The Magician may narratively move an object. (Movement/Control)
  • The Magician may open any lock. (Movement/Insubstance)

STANDARD EFFECTS

    • The Magician may enter Footwork and use its basic abilities (Parry and delivering Tier 1 and 2 Conditions) (Movement/Control)
    • The Magician may enter the Ignore Pose and take 10 strides in a straight line. (Power 3 as Movement/Air/Subtlety)

GREATER EFFECTS

  • The Magician may enter the Ignore Pose and move to the nearest cover.(Power 5 as Movement/Air/Subtlety)

MIGHTY EFFECTS

  • The Magician may call Power Winded on a target.

EPIC EFFECTS

  • While armed, the Magician may call Strike every Beat on every target within speaking distance. (Movement/Speed)