Magic

You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects. 

An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities with those given here tailors the character in desirable ways.

If there is a point value after the name, that is the cost to activate that power once.  Abilities tagged as Action require an action to use. Abilities tagged as Enabler are always in effect. 

FIRST-TIER MAGIC ABILITIES

Blessing of the Gods: As a servant of the gods, you can call up blessings in their name. This blessing depends on the god’s general demeanor and area of influence. Choose two of the abilities described below. 

Authority/Law/Peace (3 Intellect points). You prevent a foe that can hear and understand you from attacking anyone or anything for one round. Action

Benevolence/Righteousness/Spirit (2+ Intellect points). One level 1 demon, spirit, or similar creature within short range is destroyed or banished. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to destroy or banish a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action

Death/Darkness (2 Intellect points). A target you choose within short range withers, suffering 3 points of damage. Action

Desire/Love/Health (3 Intellect points). With a touch, you restore 1d6 points to one stat Pool of any creature, including yourself. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours. Action.

Earth/Stone. You are trained in climbing, stonecraft, and spelunking. Enabler

Knowledge/Wisdom (3 Intellect points). Choose up to three creatures (potentially including yourself). For one minute, a particular type of task (but not an attack roll or defense roll) is eased for those creatures, but only while they remain within immediate range of you. Action.

Nature/Animals/Plants. You are trained in botany and handling natural animals. Enabler

Protection/Silence (3 Intellect points). You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. All defense rolls for you and all creatures you designate within the bubble are eased, and no noise, regardless of its origin, sounds louder than a normal speaking voice. Action to initiate. 

Sky/Air (2 Intellect points). A creature you touch is immune to airborne toxins or contaminants for ten minutes. Action

Sun/Light/Fire (2 Intellect points). You cause one creature or object within short range to catch fire, inflicting 1 point of ambient damage each round until the fire is extinguished (requiring an action). Action.

Trickery/Greed/Commerce. You are trained in detecting the deceptions of other creatures. Enabler

War (1 Intellect point). A target you choose within short range (potentially yourself) deals 2 additional points of damage with its next successful weapon attack. Action

Water/Sea (2 Intellect points). A target you touch can breathe water for ten minutes. Action

Closed Mind: You are trained in Intellect defense tasks and have +2 Armor against damage that selectively targets your Intellect Pool (which normally ignores Armor). Enabler

Entangling Force (1+ Intellect point): A target within short range is subject to a snare constructed of semi-tangible lines of force for one minute. The force snare is a level 2 construct. A target caught in the force snare cannot move from its position, but it can attack and defend normally. The target can also use its action attempting to break free. You can increase the level of the force snare by 1 per level of Effort applied. Action to initiate. 

Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action

Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler.

Mental Link (1+ Intellect point): You open a pathway to another creature’s mind via a light touch, which allows you to transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. In addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for each level of Effort applied. Action to initiate. 

Premonition (2 Intellect points): You learn one random fact about a creature or location that is pertinent to a topic you designate. Alternatively, you can choose to learn a creature’s level; however, if you do so, you cannot learn anything else about it later with this ability. Action