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The Paths of Magic LIGHT: This is the Path that confers dominion over one of the two Higher Elements, pure light. It controls man’s most positive emotions, such as love, peace, and pleasure. Light also regulates knowledge and detection. Its offensive and defensive powers are very balanced. The Path opposed to Light is Darkness. DARKNESS: Darkness does not govern the absence of light, but rather it manipulates the very power of the shadows. It controls all negative emotions, such as fear, anger, and hatred. It also represents the power of secrets, among which concealment and obfuscation are included. Like Light, its power is very well balanced. The Path opposed to Darkness is Light. CREATION: The power of creation is the magical ability to organize and alter the reality that surrounds spellcasters. These spells are about change, healing, and creating things. It is a distinctly defensive magic. The Path opposed to Creation is Destruction. DESTRUCTION: This Path allows the caster to channel the power of the Flow of Souls, turning it against reality itself. These spells affect both the material and spiritual worlds. It is a naturally offensive power. The Path opposed to Destruction is Creation. FIRE: The first of the four Lower Elemental Paths rules over high temperatures. These spells generate heat and fire, and they devastate large areas of land. It also contains sacrifice enchantments that consume certain sides of an individual to bring up others in turn. It is a very offensive Path. The Path opposed to Fire is Water. WATER: This Element hosts a variety of diverging concepts. This is the Path that confers dominion over liquids and the purity of things. It also represents the power of ice and low temperatures. Its power is offensively and defensively balanced. The Path opposed to Water is Fire. EARTH: Earth is the power of the planet, stones, and minerals. It is the most substantial of magics, and it governs the laws of physics – like gravity and magnetism. Its influence over spirits and the immaterial is very limited. Earth spells are the magic of resistance, endurance, and slowness. The Path opposed to Earth is Air. AIR: This is the Path of the ethereal and incorporeal. It contains movement and speed spells. With its power, space may be altered and bodies may be transported from one place to another. This is also the Path in charge of the weather and electricity. The Path opposed to Air is Earth. ESSENCE: Essence controls life and souls. This Path has control over spirits and natural beings that belong to the world. It is also the Path of nature and spells of a druidic origin. The Path opposed to Essence is Illusion. ILLUSION: The power of this Path gives spellcasters control over Deception and Illusion. Spells can alter reality and the way it is perceived. The Path opposed to Illusion is Essence. NECROMANCY: Necromancy is a perversion of magic. While the rest of the Paths derive their power from the network of souls, these spells destroy the essence of life by stagnating and perverting the souls it uses. Its power gives back life to the dead, destroys souls, and drains the life and essence of other beings. Necromancy is opposed to the rest of the magic Paths.

The Paths of Magic

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  • The Paths of Magic

    LIGHT: This is the Path that confers dominion over one of the two Higher Elements, pure light. It controls mans most positive emotions, such as love, peace, and pleasure. Light also regulates knowledge and detection. Its offensive and defensive powers are very balanced. The Path opposed to Light is Darkness.

    DARKNESS: Darkness does not govern the absence of light, but rather it manipulates the very power of the shadows. It controls all negative emotions, such as fear, anger, and hatred. It also represents the power of secrets, among which concealment and obfuscation are included. Like Light, its power is very well balanced. The Path opposed to Darkness is Light.

    CREATION: The power of creation is the magical ability to organize and alter the reality that surrounds spellcasters. These spells are about change, healing, and creating things. It is a distinctly defensive magic. The Path opposed to Creation is Destruction.

    DESTRUCTION: This Path allows the caster to channel the power of the Flow of Souls, turning it against reality itself. These spells affect both the material and spiritual worlds. It is a naturally offensive power. The Path opposed to Destruction is Creation.

    FIRE: The first of the four Lower Elemental Paths rules over high temperatures. These spells generate heat and fire, and they devastate large areas of land. It also contains sacrifice enchantments that consume certain sides of an individual to bring up others in turn. It is a very offensive Path. The Path opposed to Fire is Water.

    WATER: This Element hosts a variety of diverging concepts. This is the Path that confers dominion over liquids and the purity of things. It also represents the power of ice and low temperatures. Its power is offensively and defensively balanced. The Path opposed to Water is Fire.

    EARTH: Earth is the power of the planet, stones, and minerals. It is the most substantial of magics, and it governs the laws of physics like gravity and magnetism. Its influence over spirits and the immaterial is very limited. Earth spells are the magic of resistance, endurance, and slowness. The Path opposed to Earth is Air.

    AIR: This is the Path of the ethereal and incorporeal. It contains movement and speed spells. With its power, space may be altered and bodies may be transported from one place to another. This is also the Path in charge of the weather and electricity. The Path opposed to Air is Earth.

    ESSENCE: Essence controls life and souls. This Path has control over spirits and natural beings that belong to the world. It is also the Path of nature and spells of a druidic origin. The Path opposed to Essence is Illusion.

    ILLUSION: The power of this Path gives spellcasters control over Deception and Illusion. Spells can alter reality and the way it is perceived. The Path opposed to Illusion is Essence.

    NECROMANCY: Necromancy is a perversion of magic. While the rest of the Paths derive their power from the network of souls, these spells destroy the essence of life by stagnating and perverting the souls it uses. Its power gives back life to the dead, destroys souls, and drains the life and essence of other beings. Necromancy is opposed to the rest of the magic Paths.

  • Minor spells These spells have no cost to cast; you can cast them as often as you want. These spells should be a little less powerful than a stunt; many are equivalent to what you can do with a piece of gear. For example, magic missile is a lot like using a bow, except that you attack with Charisma.

    Cost Spells These spells have a Mana point cost; because of this, they can be roughly on par with a stunt, or maybe a little more powerful. Most spells are cost spells.

    Once Per Scene Spells A spell that you can only use once per scene often also has a Mana point cost. These spells are potent, probably the equivalent of two stunts or even a little more powerful than that. More importantly, their effects are so pronounced that you dont want them happening several times in a scene.

    Once Per Session Spells Combining a stunt or two with a once per scene spell and youve got a once per session spell. These are some of the most powerful spells around, capable of affecting huge areas or dealing massive amounts of damage. If someone cast one of these spells more than once per session, not only would it cause a lot of havoc but it would also rob the spell of much of its drama and impact.

    Skill List: Arcane Knowledge Athletics Burglary Close Combat Contacts Craft Deceive Empathy Investigate Lore Medicine Notice Operate Physique Provoke Ranged Combat Rapport Resources Ride Stealth Survival Will