Magic and Powers

In C22 systems, magic is chaotic. Characters attempt to control this chaotic energy, but sometimes their actions turn out quite a bit different than their intentions.  When a character casts a spell or uses a power, they draw out energy from themselves and the area around them.  While a character can train themselves to better draw out specific types of energy, the process of drawing out specific types is still unpredictable. For this reason, a good caster is defined more by their creativity and ability to adapt than their sheer mental power.

This section will discuss and explain everything in terms of magic, but the rules can be applied to powers of any type. 

Magic Skills

In the base magic system for C22 systems there are twelve different Magic Skills.  When a character learns how to manipulate one of the types of magic, they will assign it to a suit.  These twelve Magic Skill types are listed below:


 
  • Air

  • Earth

  • Emotion

  • Fire

  • Ice

  • Lightning

  • Illusion

  • Nature

  • Necrotic

  • Radiant

  • Space

  • Water

 

These types of magic can be modified depending on the setting.  Common methods would be otherworldly planes if magic is drawn from an outside source, or a different type for each god if magic is from divine inspiration.

The element of the spell will determine what other effects it might be able to provide or cause as well as the overall flavor of the spell.  Get creative when describing a spell magic is about adapting to and working with the elements that appear rather than careful planning and study of a particular spell.

A character can only have one Cast Magic Skill for each suit, so on a normal turn in combat they will only have two Magic Skills to choose from at most.  Outside of combat, they will have access to all four of their known magic types. 

Style

All magic must be cast using a Style and every Magic Skill will have at least one Style associated with it.  A style is what makes a character’s magic unique.  It is a narrative flair like heavy smoke on fire magic, or blooming flowers wherever nature magic is cast.  The first point spent in a Magic Skill grants a character their first Style.  More Styles can be learned by spending more points in a Magic Skill.

Style is mainly narrative flavor but occasionally, at the Dealer’s discretion, can have additional benefits.

Effects

Effects are the mechanical flavor of a spell.  This is where the character can actually shape their spell by using the energy available. An Effect can be added to a spell by spending Energy. 

For example, let’s say a Player drew two 6s and they are choosing to use the Magic Skill (Fire) with both hands to gain the additional benefits. If a Player wants their spell to light the enemy on fire, dealing damage each turn, they would add the Wounded effect.  From their cards and character ability, they assign a 6 to their Energy to have 8 energy to spend and the other 6 becomes their influence for a total of 7 influence. They would add the Wounded effect by spending 2 Energy, reducing the energy to 6. As a result, the 6 energy would convert in 6 damage, striking the target for 6 damage and applying the Wounded Effect.

The Effects column of the Magic Skill shows the list of Effects the character knows how to create with their spells.  The number to the right of the Effect shows the amount of Power required to consume to make the Effect occur.

Some Effects are so powerful that a character must know how to use a simpler Effect first. In this case, the requirements for the Effect will be listed underneath the Effect.

For example, a character must first know how to Slow with their spell before they can Paralyze with it.

Leveling up Magic and Powers

On level up, a character can choose to spend a Skill Point on a Magic Skill. You can send Skill Points to learn new Styles or Effects. Each Effect rank and Style grants a point in Magic Skill’s Skill Tree.

If you choose to gain a new Style, you also gain an Effect to pair with that Style.

Adding Effects

When casting a spell, you can alter the spell by trading energy to add an Effect.  This power cost is listed in parentheses next to the Effect name. You can only add one Effect per Style being used for the cast. If both Effects are from the same Style, then the spell cannot be cast.

Since each Effect is associated with a known Style, your spell must narratively include all of the Styles of the Effects you want to combine, along with power costs for the Spell.

For example, Emily knows the Style Slice with the enhancement Pushed X (3+).  She also knows the Style Swirl with the enhancements Slowed (4) and Pierce4 (1).  She wants to push some sentries off of a watchtower and slow them from climbing back up.  Therefore, she wants the Pushed 1 Effect and the Slowed Effect, so she needs to combine her swirl and Slice Styles.  She describes her spell as such, “A spiraling vortex of air begins to form in the center of the watchtower firing out bladelike gusts of wind, striking the sentries in the chest.

Note, she cannot add the Pierce4 Style because she is already using the Slowed Style from Swirl.