Default Magic Types
This next section will walk through the details of the twelve Magic Skills. Each element has its own section highlighting the Effects the element is associated with along with a few examples of Styles you could choose from.
The examples Styles are provided to help spark creativity and provide direction. These examples are not meant as an exhaustive list. The list of Effects, however, should be considered exhaustive. If you think an Effect that is not listed should be associated with an element, the Dealer and Player should discuss if the Effect is appropriate to add for their specific situation.
Example Styles
Dragon Shaped - All of your spells are shaped like a dragon in some way.
Shield Centric -All of your magic starts from your shield.
Yelling - You must be yelling to cast a spell.
Standard Effects
Additionally, all Magic Skills have the following standard Effects. These Effects are all shapes that apply full damage and Effect to all targets in the shape for the specified cost. The caster is represented by the gray hex while the targets are in the red hexes.
Magic (Air)
Cast Magic (Air) is used whenever air is the primary element being manipulated. This can be a large gust of wind or a deadly twister. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Fragrance
Your magic creates smells and moves them through the air to affect your targets in some way.
Slice
You create a blast that slices through the air like a blade.
Swirl
All of your magic swirls in a circle as some point during the spell.
Wall
Your magic creates a wall of air in front of you.
Core Effects
Amplify Fire4 (2)
Charmed (2)
Distracted (3)
Pushed2 (3)
Pushed4 (7)
Pierce2 (0)
Pierce4 (1)
Slowed (4)
Beneficial Effects
Bolster Downed and Hobbled(0)
Freedom (5)
Half Cover (5) - Create a permanent immobile source of cover or a moving source that lasts two turns.
Haste (3)
Advanced Effects
Captivated (4) Requirement: Charmed
Restrained (7) Requirement: Slowed
Imbue (1) - Imbue an object to apply another effect. Requirements: Level 4
Cure Hobbled(4) -
Reduce the severity of a Hobbled effect by 1 tier. Can stack. Requirement: Level 8
Cure Downed (4) -
Reduce the severity of a Downed effect by 1 tier. Can stack. Requirement: Level 8
Leap (6) – Move up to 12 meters (6 hexes) away through the Air, ignoring all ground effects. Requirement: Level 12
Magic (Earth)
Cast Magic (Earth) is used whenever earth is the primary element being manipulated. This can be used to cause a quake or to bring up a protective barrier. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Drums
You must be playing the drums to cast your magic.
Launch
You launch rocks or other earthen materials at foes.
Martial Arts
You cast spells by performing martial arts moves.
Quake
You create large scale vibrations in the earth.
Core Effects
Amplify Nature3 + Dampen Lightning2 (2)
Amplify Nature2 + Dampen Water1 (1)
Amplify Space1 (0)
Hobbled Legs (3)
Wounded (2)
Intimidated (2)
Downed(5)
Restrained (6)
Beneficial Effects
Fortify X (3+) – Requires 2 Power to enhance.
Half Cover (3) - Create a permanent immobile source of cover, or a moving source that last two turns.
Advanced Effects
Immobilized (6) Requirement: Hobbled Legs
Major Cover (4) - Create a permanent immobile source of cover, or a moving source that last two turns. Requirement: Half Cover
Poisoned (3) Requirement: Wounded
Full Cover (5) - Create a permanent immobile source of cover, or a moving source that last two turns. Requirement: Major Cover
Cure Downed (4) – Reduce the severity of a Downed effect by 1 tier. Can stack. Requirement: Level 8
Rebuff Air (4) – Remove an air-based status. Requirements: Level 8
Magic (Emotion)
Cast Magic (Emotion) is used whenever the mental state of a human or creature is the primary source of the magic being manipulated. This can be inciting rage or calming their emotion. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Conductor
You cast spells by waying your hands like the conductor of an orchestra as if you are controlling your targets.
Fire in their Eyes
Your targets have a glowing red or orange color in their eyes.
Humming
You must be humming to cast a spell.
Kaleidoscope Arms
Before you casts a spell, your arms flash a color representing the emotion you are feeling strongest at that moment.
Core Effects
Amplify Illusion2 (0)
Charmed (2)
Distracted (3)
Hobbled Arms (3)
Horrified (5)
Stunned (6)
Beneficial Effects
Bolster Charmed and Feared (0)
Advanced Effects
Captivated (4) Requirement: Charmed
Taunted (5) Requirement: Distracted
Enraged (5) Requirement: Taunted
Controlled (7) Requirement: Captivated
Cure Charmed and Taunted (4)
Reduce the severity of a Charmed and or Taunted effect by 1 tier. Can stack. Requirement: Level 8
Cure Mad (3)
Reduce the severity of a Mad effect by 1 tier. Can stack. Requirement: Level 8
Look Past Illusion (4) - Remove an illusion-based effect. Requirements: Level 8
Clear Mind (4) – Remove 1 mental status from a target and heal them 4 health. Lose 1 Recovery Point. Requirement: Level 8
Magic (Fire)
Cast Magic (Fire) is used whenever fire is the primary element being manipulated. This can be used to start a small flame for light or cooking or for hurling a ball of fire at an opponent. Smelting and expression of extreme heat would also fall under Fire. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Branded Mark
Your spells leave a symbol or marking on any surface the spell contacts.
Breath
You cast all your fire spells by spewing them forth from your mouth.
Column
Your magic creates flames that move vertically from either the ground to the air or from the air to the ground in a cylindrical column shape.
Snap
You must snap your fingers to cast fire magic.
Core Effects
Amplify Fire2 + Dampen Ice2 (0+)
Amplify Radiant (0)
Amplify Emotion2 (0)
Confused (4)
Intimidated (2)
Pierce1 (0)
Pierce4 (2)
Wounded1+ (2+)
Beneficial Effects
Bolster Charmed and Feared (0)
Bolster Feared and Taunted (0)
Focused (3)
Advanced Effects
Feared (3) Requirements: Intimidated
Sunder (4) – Can stack. Requirement: Pierce + Level 12
Imbue Damage (3) – Imbue an object to apply another effect and deal 1 additional fire damage to things nearby. Requirements: Level 4
Burn Nature (4) – Remove a nature-based status. Requirement: Level 8
Cure Hobbled(4) – Reduce the severity of a Hobbled effect by 1 tier. Can stack. Requirements: Level 8
Melt Ice (4) – Remove an ice-based status. Requirement: Level 8
Magic (Illusion)
Cast Magic (Illusion) is used whenever light is being manipulated to create non-existent matter. This is a vision that people see but cannot interact with. Illusion magic does not do damage by default. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Card Tricks
All of your spells are cast by interacting with a deck of cards.
Door shaped
Your spells always include a door in the illusion being created, be it a person walking through a door or an open trap door right in front of them.
Warriors
The Illusions you create are in the shape of warriors of various types.
Weapon
All of your spells are in the shape of a weapon.
Core Effects
Amplify Emotion2 (0)
Amplify Radiant3 (1)
Blinded (4)
Charmed (1)
Confused (2)
Damage (2)
Distracted (3)
Flanked (3)
Beneficial Effects
Bolster Mad and Taunted (0)
Focused (3)
Half Cover (4) - Create a permanent immobile source of cover or a moving source that lasts two turns.
Keen Senses (2)
Advanced Effects
Taunt (4) Requirement: Distracted
Mad (4) Requirement: Confused
Captivated (3) Requirement: Charmed
Cure Feared (4) - Reduce the severity of a Feared effect by 1 tier. Can stack. Requirement: Level 8
Magic (Ice)
Cast Magic (Ice) is used whenever ice is the primary element being manipulated. This can be used to coat the ground in a layer of ice or wrap a character in protective armor. Expressions of extreme cold would fall here. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Blizzard
Your magic creates weather effects causing ice fall from the sky.
Encase
Your magic creates a layer of ice covering a portion of a your or your target’s body.
Fingers
Your magic ice effects permeate like fingers extending to surround your target when its being cast.
Singing
You must be singing a song while casting your ice magic.
Core Effects
Amplify Water2 + Amplify Necro2 (1+)
Immobilized (6)
Prone (4)
Slowed (3)
Wound (2)– Target takes 2 damage each turn.
Beneficial Effects
Cure Poisoned (4) – Reduce a Poisoned effect by 1 Tier. Can stack.
Fortify X (3+) – Enhance costs 2 Power.
Half Cover (4)– Create a permanent immobile source of cover, or a moving source that last two turns.
Advanced Effects
Downed (6) Requirement: Prone
Major Cover (5) Requirement: Half Cover
Restrained (6) Requirements: Slowed
Paralyzed (8) Requirement: Restrained
Imbue (1)– Imbue an object to apply another effect. Requirements: Level 4
Stifle Air (4) - Remove an air-based status. Requirement: Level 8
Freeze Nature (4) - Remove a nature-based status. Requirement: Level 8
Seal Physical Effect (2) – If a Physical Effect would be removed or reduced, remove the Seal instead. Requirement: Level 12
Magic (Lightning)
Cast Magic (Lightning) is used whenever lightning is the primary element being manipulated. This can be used to call a bolt from the sky or create an electrical charge to jump start machinery. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Arcing
Your magic arches lightning across two metal objects.
Bolt
You call down a bolt of lightning from the sky.
Clap
You clap your hands to make a thunderous boom before your lightning magic is cast.
Lighting Punch
You charge the lighting in your fist before launching it out of your hands with a punch.
Core Effects
Amplify Illusion2 + Amplify Radiant2 (1)
Crippled (5)
Dulled Senses (2)
Pierce5 (2)
Pierce3 (1)
Paralyzed (7)
Beneficial Effects
Cure Stunned (3) – Reduce the severity of a Stunned effect by 1 tier. Can stack.
Cure Charmed (4) – Reduce the severity of a Charmed effect by 1 tier. Can stack.
Cure Mental Status (2) – Spend 1 Recovery point to remove a mental status.
Focused (3)
Haste (3)
Advanced Effects
Deafened (3) Requirement: Dulled Senses
Blinded (3) Requirement: Dulled Senses
Stunned (6) Requirement: Deafened or Blinded
Imbue (1)– Imbue an object to apply another effect. Requirements: Level 4
Ignore Obscured (2) Requirement: Level 12
Magic (Nature)
Cast Magic (Nature) is used whenever plant matter or animals are the primary source of magic being manipulated. This can be an array of vines or calming animals. This magic does not include weather or earth, which are captured in Lightning, Water, Earth, and Air. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Flower
Your magic creates or grows flowers to influence the targets.
Influence Animal
You target animal’s minds to change their behavior and create their effects.
Vines
Your magic grows or moves vines to affect the targets.
Core Effects
Charmed (2)
Dampen Water2 and Necrotic2 (1)
Distracted (4)
Hobbled Legs (2)
Hobbled Arms (3)
Wounded3 (5)
Beneficial Effects
Bolster Poisoned and Weakened (0)
Fortify (2)
Freedom (5)
Strengthened (3)
Advanced Effects
Enraged (5) Requirement: Distracted
Poisoned X (4+) Requirement: Wounded X
Imbue (2) - Imbue an object to apply another effect. Requirements: Level 4
Imbue Wood (0) - Imbue an object made of wood to apply another effect. Requirements: Level 4
Erode Earth (4) – Remove an earth-based status. Requirements: Level 8
Purify Necrotic (4) – Remove a necrotic-based status. Requirements: Level 8
Cleanse Water (4) – Remove a water-based status. Requirements: Level 8
Cleanse Body (2+) – Heal the target 1 heal for every 2 power spent on this effect. Spend on Recovery Point. Requirement: Level 12
Magic (Necrotic)
Magic (Necrotic) is used whenever life force is the primary element being manipulated. This can be weakening an enemy or even trading Health for other benefits. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Connected Lives
You tie a lifeline between living things, affecting anything that touches those lifelines.
Decay
Your magic causes the breakdown of matter, slowly corroding it from within.
Masks
You have a mask you must be wearing to cast this magic.
Mushrooms
Your magic creates mushrooms that spawn your magic.
Core Effects
Dulled Senses (2)
Intimidated (2)
Hobbled Legs (2)
Hobbled Arms (3)
Weakened (3)
Wounded2 (2)
Advanced Effects
Cursed (5) Requirement: Weakened
Fatigued (4) Requirement: Weakened
Feared (3) Requirement: Intimidated
Deafened (3) Requirement: Dulled Senses
Horrified (5) Requirement: Feared
Muted (3) Requirement: Dulled Senses
Poisoned X (4) Requirement: Wounded X
Imbue (1) - Imbue an object to apply another effect. Requirements: Level 4
Dull Emotions (4) – Remove an emotion-based status. Requirements: Level 8
Block Radiant (4) – Remove a radiant-based status. Requirements: Level 8
Equivalent Exchange (3) - Equivalent Exchange is a unique Effect that is a Form of Magical healing. The skill taxes a character’s body and as such for the influence of the spell must be higher than the caster’s Avoidance. The caster loses health equal to an amount, up to the power of the spell and grants twice that value to another target. Using Equivalent Exchange spends a recovery point. Requirement: level 12
Magic (Radiant)
Cast Magic (Radiant) is used whenever light is the primary element being manipulated. This can be used to direct light into the eyes of the enemy, to illuminate a dark area, or even burn away an enemy with the power of the sun. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Beam
Your magic creates a high intensity beam of light to burn your targets.
Darken/Illumination
You change the brightness of lights and either shrinking or growing darkness to create your magic.
Touch
You must be touching your target to channel radiant energy into them.
Sphere
You create and control small spheres of light.
Core Effects
Amplify Illusion3 (1)
Confused (3)
Dampen Illusion2 (0+)
Distracted (3)
Dulled Senses (2)
Poisoned (4)
Beneficial Effects
Bolster Stunned and Weakened (0)
Focused (3)
Keen Senses (2)
Strengthened2 (4)
Advanced Effects
Blinded (3) Requirement: Dulled Senses
Mad (5) Requirement: Confused
Stun (5) Requirement: Blinded
Imbue (1) Requirement: Level 4
Cure Feared (4) – Reduce the severity of a Feared effect by 1 tier. Can stack. Requirement: Level 8
Scatter Illusion (4) Requirement: Level 8
Purge Necrotic (4) Requirement: Level 8
Satellite (0) - Cast a spell as if it is coming from another location up to 12 meters away. Requirement: Level 12
Magic (Space)
Cast Magic (Space) is used whenever distance or size of matter is the primary target being manipulated by magic. This can be by making some grow or shrink to different proportions or by shrinking or growing the distance between two objects. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Fold
Your magic folds space on itself, contorting shapes in a weird way.
Grow
Your magic makes their targets larger than their normal size or brings their target back to their normal size from a larger size.
Pop
All of your spells start or end with a loud pop noise.
Shrink
Your magic makes their targets smaller than their normal size or brings their target back to their normal size from a smaller size.
Core Effects
Amplify Earth1 (0+)
Amplify Ice1 (0+)
Confused (3)
Crippled (4)
Pushed3 (4)
Muted (3)
Slowed (3)
Weakened (3)
Beneficial Effects
Half Cover (4) - Create a permanent immobile source of cover or a moving source that lasts two turns.
Haste (3)
Strengthened (3)
Advanced Effects
Prone (4) Requirement: Pushed X
Disarmed (5) Requirement: Crippled X
Major Cover (5) - Create a permanent immobile source of cover or a moving source that lasts two turns. Requirement: Half Cover
Full Cover (6) - Create a permanent immobile source of cover or a moving source that lasts two turns. Requirement: Major Cover
Disperse Earth (4) - Remove an earth-based effects. Requirements: Level 8
Swap Status (4) – Exchange the physical statuses of two targets, if the influence is not greater than both target’s Physical Resist, the effects are not swapped. The effects keep their remaining duration. Requirement: Level 12
Magic (Water)
Cast Magic (Water) is used whenever water is the primary element being manipulated. This can be a stream of water or summoned drinking water. The example styles below are to provide inspiration for Players as they select what spells make their character unique.
Finger Guns
Your magic sprays a jet of water from the your fingertips.
Octopus Style
You create a series of eight whiplike watery appendages around you and cast your magic from them.
Stream
Your magic creates a continuous stream of water that strikes all of your targets.
Wave
Your magic moves water in a wave across the ground to deliver your power.
Core Effects
Amplify Lightning5 (2)
Amplify Nature4 + Dampen Fire4 (2)
Dampen Earth2 (0)
Pushed (4) – Move the target 4 meters.
Slowed (2)
Beneficial Effects
Bolster Poisoned (0+)
Cure Paralyzed (4)– Reduce the severity of a Paralyzed effect by 1 tier. Can stack.
Fortify (2) – Target gains 1 armor.
Half Cover (3) – create temporary Half Cover.
Keen Senses (2)
Advanced Effects
Blessed (5) Requirement: Fortify
Cure Poisoned and Weakened (2) – Reduce the severity of a Poisoned and Weakened effect by 1 tier. Can stack. Requirement: Bolster Poison
Cure Status (4) – Remove all statuses from a target. Spend 1 Recovery. Requirement: Level 8
Imbue (2)– Imbue an object to apply another effect. Requirements: Level 4
Smother Fire (4)– Remove a fire-based status. Requirements: Level 8