Path of Magic

This page will detail the Talents and Abilities available to those who choose the Path of Magic.

General Path Rules
Each Path is divided into Tiers (usually 7). Anything from the first Tier is usually taken at Character Creation and thus uses one of the 3 Talents they receive at the beginning. However, each Talent is still listed with an Experience Cost (under Cost). This is how much the Talent will cost in XP after creation, if the player wishes to gain that Talent.

Weapon or Skill Checks
Some Talents call for a Weapon Skill Check or some other Skill Check. In these cases, a TN is listed and it is treated as any other Tested roll, meaning you take your number of dice and total the dice shown to try to meet or exceed the TN provided.

Talent Description
Each Talent follows a basic template, here is what each section means.

(Name of Talent) -- Self Explanatory

Prerequisites: This will list any Prerequisites for the Talent (usually other Talents, but sometimes skills). ALL Prerequisites must be met before the Talent can be taken.

Type: This will be the Type of Talent and it is only Passive or Active.


 * Passive Talents are those that are always active, or providing some sort of bonus continuously.
 * Active Talents are those that need some sort of Action taken in combat (or sometimes out). How many actions are explained in the description.

Description: This is the meat of the Talent, what it does and how it works. All TNs, rules, number of Actions and anything else will be described in this section.

Tier 1
These are the talents included in the First Tier of the Path of Magic.

Apprenticeship

Prerequisites: None

Cost: 10 XP

Type: Passive

Description: This Ability gives the Mage the ability to channel magic energies and therefore, cast spells. They now gain the Skill Magic. It is progressed normally. The Magic skill now becomes a Broad Skill with the following Specializations under the Broad Skill: Destruction, Illusion, Summoning, Enchantment, Alteration, and Divination. All Specialization rules apply. The Magic skill is an Intelligence skill and will use that Base Attribute as its governing attribute.

The Quickening

Prerequisites: Apprenticeship Talent

Cost: 10 XP

Type: Passive

Description: This Ability allows the Mage to split his concentration more easily. They may cast any spell as a “Sustained” spell and the Mage may use this Ability in conjunction with sustaining the spell so they can continue to cast other spells.. However, any DOT, direct damage spell, or damage spell of any kind that is “sustained” cannot be used with this Ability, only Buffs and De-Buffs. This Ability gives a general +2 to the Recoil of a number of sustained spells equal to 1/2 the ranks in the Magic Skill (skill only, not total). So, a Mage with 4 ranks in his Magic skill can Sustain 2 spells at +2 to each Spell’s recoil (effectively reducing total accumulated recoil for the round by 4).

Ritualism

Prerequisites: Apprenticeship Talent

Cost: 10 XP

Type: Passive

Description: With this ability, the mage can gather other mages with the same talent to lend power to the spell they all cast. First, the spell must be from a single Specialization. Second, it must have a lasting and/or permanent effect. The most common spells of this type will either be from Summoning, as in summoning the dead, undead, or otherworldly being (demons mostly) and Alteration as in the casting of curses or twisting fate so that it affects entire populations. Divination is also another common ritual looking to find some lost object or being. Regardless of spell, you need at least 3 casters with the same talent, i.e. Ritualism. Once done, they decide on the spell. Consult the chart below with TNs appropriate to the spell’s power.

As you can see the TNs are pretty high. There are two ways to go about achieving these. First, more people. To reach the TN is a normal Tested roll, which means a total of all the dice. The more people you have contributing to the total dice, the better the chance to succeed at the TN. Second is time. For each hour spent in ritual, you can add +5 to the total. This is not +5 for each person, this is +5 overall. Combine the two together and the high TNs are not so bad.

Enlightened Mind

Prerequisites: Apprenticeship Talent

Cost: 10 XP

Type: Passive

Description: With this Ability, the Mage gains 1.5 his Intelligence bonus to all spell damage. Also, they can add 1.5 times their Intelligence when calculating resistance to their spells (non-damaging only).

Tier 2
These are the talents included in the Second Tier of the Path of Magic.

Combat Mage

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 10 XP

Type: Passive

Description: The Mage following this Path learns to weave combat into his spellcasting. Sure, all Mages have “combat” spells, but Combat Mages also excel in personal combat as well as magic. They may ignore half of their magic recoil while in combat (rounded up). However, all other actions, combat or otherwise, build recoil normally. Additionally, they must give up 1 Specialization under Magic, but cannot give up the specialization Destruction.

Druid

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This is the caster of natural magic, bound to the elements to serve it and their people. There is not so much a school for this as the caster spends his formative years under the tutelage of another Druid or a coven of Druids. Once this path is taken, the caster receives a +2 to all rolls involving spells using Alteration, as well as +1 to Elemental Type spells. These Elemental spells can be from any other Specialization. Because of their focus on Nature, the Druid is restricted from the Specialization Illusion. Also, they receive a –2 penalty to all Enchantment Specialization rolls.

Elementalist

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This school of casters focuses on the four basic Elements. Once this path is taken the caster chooses one element to focus in and receives a +2 bonus to casting any spell of that particular element, regardless of which Specialization they use. All other Elemental spells he receives a +1 bonus. For example, if the elementalist picks water as his primary element, he receives a +2 to all rolls spells involving water, regardless of Specialization used. So, they can cast an “Ice Bolt” from Destruction, a “Water Shield” from Alteration, or “Scrying” using a dish of water with Divination and receive the +2 to each roll. Also, he receives a +1 to all other spells cast similarly using another element. Because of his focus on Elementalism, the Elementalist is restricted from learning the Specialization Illusion. Also he is at a –1 to all rolls involving Divination Specialization rolls.

Enchanter

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This school of casters focuses on the Enchantment type of spells. Usually, though not normally, they pick the most attractive of students to aid in their enchanting skills, but this is not a Prerequisite. Once this path is taken the caster receives a +2 bonus to all rolls involving the Enchantment Specialization. Because of their focus on Enchantment, the Enchanter is restricted from learning the Specialization Summoning. Also they receive a penalty of –1 to all Illusion Specialization rolls.

Illusionist

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This school of casters focuses on the Illusion type of spells. Once this path is taken, the caster receives a +2 bonus to all rolls involving the Illusion Specialization. Additionally, the Illusionist is so adept at making Illusions that they receive a +5 to the Willpower TN to see through their Illusion spells. Because of their focus on Illusions, the Illusionist is restricted from Summoning Specialization. Also, they receive a –1 penalty to all Divination Specialization rolls.

Summoner

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This school of caster focuses on the Summoning type of spells. Once this life is taken, the caster receives a +2 bonus to all rolls involving the Summoning Specialization. Because of their focus on Summoning type spells, the Summoner is restricted from spells from the Enchantment Specialization. Also, they receive a –1 to all Illusion specialization rolls.

Wizard

Prerequisites: The Quickening, Ritualism, or Enlightened Mind Talent

Cost: 15 XP

Type: Passive

Description: This type of caster joined no specific school nor concentrated on any one type of magic. They learned it all and are therefore a “caster of all trades, but a master of none.” The Wizard receives no additional bonuses to their spell rolls, but also receive no minuses as well.

Tier 3
These are the talents included in the Third Tier of the Path of Magic.

Counterspelling

Prerequisites: Combat Mage, Druid, Elementalist, Enchanter, Illusionist, Summoner, or Wizard Talent and Magic at 4

Cost: 20 XP

Type: Active/Passive (see Description)

Description: This is sometimes called “Wizard Dueling.” Whatever the name, this Ability allows the Mage to potentially negate an opposing Mage’s spell. This is handled much like Melee Combat, but instead of a Melee or Martial Arts skill, the two Mages use their Magic skill to roll against each other. The Mage casting the spell at the other rolls to cast the spell normally. However, the Defending mage rolls his Magic skill. Whoever rolls higher wins. If the defending Mage wins, the spell is repelled and doesn’t take effect. If the casting Mage wins, the defending Mage takes the full effect of the spell as if it were cast on anyone else. They can still resist the spell normally via any saves the spell may have or armor they have versus direct damage spells.

Additionally, this allows the caster to use their Magic skill as their Ranged Defense rating, just as someone with a Ranged weapon skill would. For Melee, they must still use their highest Melee skill, but their Magic skill will count for their Ranged Defense.

Warding

Prerequisites: Combat Mage, Druid, Elementalist, Enchanter, Illusionist, Summoner, or Wizard Talent and Magic at 4

Cost: 20 XP

Type: Active/Passive

Description: This ability allows the caster to protect a number of party members from any malevolent magic. Before any spells are cast, the Mage makes a Magic skill roll at TN 30. If successful, the caster and his party may add +5 to any save they must make as a result of a magic spell. If they are making a standard save vs. Consciousness or Death because of damage taken, this bonus does not apply. Additionally, for every 3 they roll over 30, the character may add an additional +2 to the bonus. For example, if the character rolls a 39, then the bonus will be +6. The Mage may affect a number of party members equal to ½ his Magic skill.

Perforation

Prerequisites: Combat Mage, Druid, Elementalist, Enchanter, Illusionist, Summoner, or Wizard Talent and Magic at 4

Cost: 20 XP

Type: Passive

Description: With this ability, the caster may use their Intelligence bonus as a Penetration rating for their damaging spells. This is handled just like the Penetration rating on a weapon, i.e. the rating (or their Intelligence bonus) is subtracted from the target’s Armor Rating making the armor ignore less of the damage. Two other uses for the spell is adding more to their resistance TN and gaining more successes on a Counterspell Contested roll.

For the addition to the TN, simply add half of the character’s Intelligence bonus to the calculation for their spell resistance TN. This stacks with the bonus from Enlightened Mind, thus giving them the opportunity to have 2 times their Intelligence bonus calculated.

For Counterspell Contested rolls, they get an automatic number of success equal to half their Intelligence bonus (rounded down, but minimum of 1).

Arcane Study

Prerequisites: Combat Mage, Druid, Elementalist, Enchanter, Illusionist, Summoner, or Wizard Talent and Magic at 4

Cost: 20 XP

Type: Active

Description: Through daily study and meditation, the Mage opens his channeling abilities and spells come easier and hit harder. Whenever the Mage wakes up for the day, if he spends at least 2 hours studying, he may make a Magic roll at TN 30. If he succeeds, then until he sleeps again or eighteen hours has passed—whichever comes first—he gains a +1 bonus success to his spell casting and +3 to the total damage of any spell that causes damage. For every 4 they roll over 30, they may add an additional +1 success for casting and a +2 to damage.

Empower

Prerequisites: Combat Mage, Druid, Elementalist, Enchanter, Illusionist, Summoner, or Wizard Talent and Magic at 4

Cost: 20 XP

Type: Active

Description: With this ability, the caster can increase the power of any spell they cast by making it last longer or do more damage. Everything happens in quarters, halves, or doubles, meaning how much the spell will be increased by. First the character must make a Magic skill roll at TN 30. A success will increase the spell by a quarter power (either x 1.25 to damage or duration). A TN of 35, will increase it by half or 1.5 times the damage or duration. A TN of 40 will double the damage or duration.

The character must choose the TN before they roll and are set at powering it to that level regardless of the final result. For example, if the character chooses to empower the spell by half, then they will need to roll a TN of 35. If they rolled a 44 after everything was totaled, they still only empower the spell by half though they have met the TN for double. Also, before the spell is cast, the character must declare if they are empowering the damage or duration. Of course, on damaging spells, since most are instant, only damage can be empowered. Likewise, for non-damaging spells, only duration can be empowered. However, on Damage over Time spells, the character must choose which one they are empowering. If they choose to empower the damage, multiply the number of dice by the appropriate level (1.25, 1.5 or 2) and round up. So, if their spell normally does 3d6 and they choose 1.25, they will roll 4d6 (at 1.5, 5d6, and at 2, 6d6). If they choose duration just multiply the time, regardless of increment, by the number and round up. So, something that lasts 3 actions will last 4 at 1.25. Something that lasts 5 minutes will last 8 at 1.5. And so on.

Finally, empowering a spell, regardless of what is empowered, causes double the Recoil, so their next action in the round will have double the normal Recoil applied.

Tier 4
These are the talents included in the Fourth Tier of the Path of Magic.

Spell Familiarity

Prerequisites: Warding, Perforation, Empower, or Arcane Study Talent

Cost: 25 XP

Type: Passive

Description: With this Ability, the caster selects a specialization under Magic. Once done, the character can reduce the Recoil for any spell cast with that specialization by 2. Thus, if the spells from that Specialization would normally have a Recoil of 4, it is now 2. This can only be taken once and apply to one Specialization.

Expand

Prerequisites: Warding, Perforation, Empower, or Arcane Study Talent

Cost: 25 XP

Type: Active

Description: This is like Empower, but instead of affecting damage or duration, it affects range or area. All the same TNs apply as they do in Empower. Also, before the spell is cast, like with Empower, the character must declare if they are expanding the range or the Area of the spell.

Instant Destruction Prerequisites: Warding, Perforation, Empower, or Arcane Study Talent

Cost: 25 XP

Type: Active

Description: With this spell, the character has a chance of casting a free Destruction spell. Any time they roll a 6 on their exploding dice and the following roll is also a success, they can cast as a free action (no Recoil, no Action cost) a spell from the Destruction specialization. This free spell cannot be empowered, expanded, or modified in any other way--just the base Destruction spell and damage. They must still roll the spell normally to see if it was successful. Otherwise, as mentioned, there is no Action cost and it does not build any additional Recoil. The initial spell does build Recoil and it does apply to this “free” spell, but no more Recoil is added for any following action.

Tier 5
These are the talents included in the Fifth Tier of the Path of Magic.

Energy Surge

Prerequisites: Spell Familiarity, Expand, or Instant Destruction Talent and Magic at 6

Cost: 30 XP

Type: Active

Description: This Ability allows the Mage to channel many times more the normal amount of energy into a specific damaging spell. This is a Charged Ability. The Mage must spend 3 Actions focusing the energies. He may take no other actions, even Counterspelling, but he may defend normally, but at a -2. Then, the Mage makes a Magic skill check at TN 40. If they succeed, the next damaging spell they cast at the end of the 3 actions will do maximum damage. It must be a direct damage spell and the spell damage is determined initially in the standard way following all rules for casting spells and setting damage. Once the amount of damage is set and the Mage successfully casts the spell, the spell receives a sudden surge of energies and causes max damage to the spell’s Area of Effect. A spell used in conjunction with this Ability cannot be countered and dissipated via Counterspelling. This may only be used ONCE per combat.

Clarity

Prerequisites:  Empower and Expand, plus Spell Familiarity or Instant Destruction Talent and Magic at 6

Cost: 30 XP

Type: Passive

Description: With this ability, the character has a chance of Empowering or Expanding their spell instantly. Any time they roll a 6 on their exploding dice and the following roll is also a success, they can apply either the Empower talent to the spell or the Expand talent, not both. When they are able to do so, they apply the effects for Empower or Expand without having to roll if they choose the lowest level (the x1.25) automatically. They can choose to do either the x1.5 or x2, but will need to roll normally.

Tier 6
These are the talents included in the Sixth Tier of the Path of Magic.

Regain Focus

Prerequisites: Clarity or Energy Surge Talent

Cost: 35 XP

Type: Active

Description: Through a series of mental exercises, the caster has gained the ability to regain his focus and shrug off the ill effects of spellcasting. First the caster makes a Magic skill check at TN 40. If successful he ignores all recoil accumulated from casting spells ONLY for the next 6 actions. Any recoil accrued from using weapons or fighting unarmed does not get removed. It may one be performed ONCE per combat, but can be reset by any other Talent that resets one-time-use Abilities.

Blink

Prerequisites: Clarity or Energy Surge Talent

Cost: 35 XP

Type: Active

Description: With this ability, the caster “blinks” in and out of reality and scattered over an area, teleporting from spot to spot to avoid danger. First, he must roll an Magic roll at TN 35. If successful, he is immune to attacks for 2 Actions. Enemies will still try to attack him, thinking they can hit him, so any opponent the character is engaged with, will continue to fight him, but just not hit him. The character may make his normal number of attacks or spells granted to him, but may make no special Ability attack, only normal attacks or spells. For every 5 the character rolls over TN 35, they may add another Action of immunity. This Ability can only be used ONCE per Combat but can be “re-set” any other Talent that resets one-time-use Abilities.

Tier 7
There is only one talent included in the Seventh Tier of the Path of Magic.

Permanency

Prerequisites: Regain Focus or Blink Talent

Cost: 40 XP

Type: Active

Description: The caster at this point is so practiced that some spells are permanent. This Ability allows the Mage to cast and make permanent the effects of a number of spells equal to 1/4 his Magic skill. The spells must either be a Buff spell or a De-Buff spell that effects the personal area of the Healer, not a direct De-Buff spell. For example, the Buff spells Enhance (attribute) from the Alteration Specializaiton, 6th Sense from Divination, and Armor from Alteration as well, are good choices for Buff spells. For Mages with a bit more sinister personalities, Fear from the Enchantment specialization cast in a small radius (say 1m or so) around them, unnerving those who get too close, would be acceptable.