Magic

Related Stat: Willpower
Related Powers: Nearly all of them

Magic is the crafting of spells to invoke powerful forces. All magic in the universe functions in roughtly the same may, regardless of its source--innate power; drawn from extradimensional sources, or magical artifact. Magic automatically incurs the limit of Spell-Focused. That means that to make a magical effect occur, your character must cast a spell as his or her action. The character's spell then goes off a few seconds later, and this is where the more difficult effects take place.

A mage cannot have a Magic intensity higher than his or her Willpower.

At intensities 1 to 9, the mage is a mere dabbler; capable of attempting Stunts at the Power's intensity, reading magical books, and employing magical items to gain power. Since magic is an imprecise "science" and the character is a mere novice, even the most simplistic spell has only a 50% chance of success. In addition, there is a 10% chance in a failure that some sort of disaster occurs.

At intensities 1 to 9, the character has the following Stunts available, each attained normally. All Stunts provide the caster with the listed Power, within the Spell-Focused limitation. None of these Powers allow Stunts themselves. The Powers available include: Astral Projection, Detection (Magic), Dimensional Travel, Energy Blast, Ensnarement, ESP, Force Field, Illusion, Life Support, Telekinesis, Telepathy, Teleportation (self), Teleportation (summoning).

At intensity 10+, the character becomes a true mage, and this is where the Power takes off. The character knows enough about Magic to cast a vast array of spells. In general, the character can affect the outside world in any number of ways, but not his or her own body. Magic 10+ allows a character to duplicate any Intellect- or Willpower-linked Power at the Magic's intensity. Also, no spell can give the character skills or greater Stat scores. This is why sorcerers tend to have lots of lackeys.

Limit--Creatures Only: Your character can affect only living creatures with his or her magic. This limit cannot be taken with the Personal Magic Stunt.
Limit--Material-Sensitive: Your character's Magic cannot function in the presence of a common substance, such as iron or mistletoe. Alternately, it won't work if something critical is absent, such as shadows or gold.
Limit--Ritualistic: Your character's spells do not take mere seconds to cast, but instead take hours of incantation and possibly even sacrifices.
Limit--Written Magic: Your character can only cast spells by reading them from scrolls and books. Every spell requires at least a minute to cast, assuming the scroll or book is in hand and ready.
Stunt--Personal Magic: This character can manipulate his or her own body, changing it and expanding personal abilities at will. The character can cast spells to get Powers with Agility and Strength relations, but no others. This type of magic overrides the main Power types available with Magic. This Stunt can be taken only by a true mage (see above).
Stunt--Rangeless: Your character can ensorcell anyone he or she can find regardless of distance, often through Psychic Detection or ESP.
Stunt--Resistance to Magic: Your character gains Resistance to Magic.

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