Magic

Magic is a Power Source.

In Brief

  • It's magic
  • Users are called "practitioners" in general
  • Theories on what it ultimately is vary widely by discipline
  • Ritual, tradition, and components are important
  • It is a rare gift that cannot be transferred or lost, only inborn

Traits

All practitioners share common traits, regardless of discipline or tradition.

Automatic Traits

Those selecting this Power Source receive all of the following automatically at character creation:

  • The Sight: The ability to "see" magic itself, its effects, and its potential in others.
  • Resilience: The gift of Magic greatly increases the constitution and life expectancy of mortal practitioners.
  • Ritual Casting: Practitioners can create new, custom effects on the fly.

Powers

All characters with the Magic power source may take these skills.

Sorcerer/wizard only
Priest only
Druid and witch only
Witch/Necromancer only
Witch, Necromancer, Wizard only

Paths

Dev Notes

So how's this work? Well...

  • The paths are specific flavors, such as Wizard, Sorcerer, Witch, Warlock, Druid, Priest, and Necromancer.
  • Channeling, Binding, and Summoning are power schools. Not just anybody can take them.
    • Channeling of natural forces is granted by Affinity.
    • Faerie grants all three, specific to faeries.
    • Infernal grants all three, specific to demons. Etc.
    • Warlock grants all three, for all extraplanar pacts.
    • Druid grants all three, for all natural pacts.
  • Thaumaturgy:
    • Blood is a power school. Vampires can access it. As can wizards. Witches are obviously quite good at it.
    • Vitae should probably be a power school, and should focus on magic absorption. I imagine it can be accessed by dark elves, certain sorcerers, and of course witches.
    • Soul should be a general power school. Besides witches, it is enjoyed by necromancers, warlocks, vampires of the Black, and certain demons.
  • Evocation:
    • All that crap evokers used to do (stolen from s6 mage) is now part of the Sorcerer path, as is the 7.3.3 Willpower auto-bonus-stats for non-implement casting.
    • All of the prep mechanics in spellcraft move to the Wizard path.
  • Mentalism:

Traditions (WARNING: NOT OFFFICIAL RULES)

Magical traditions, broadly, tend to closely mirror its disciplines, but not exactly.

Wizardry

Main article: Wizardry

The pursuit of the science of Magic. Wizards seek to know Magic through scholarship and experimentation. Credo: "Knowledge is Power". High degree of organization. Strict, rigid standards of practice and membership. Tendency to extend policies beyond own organizations. Heavy focus on Evocation, tends to avoid Invocation.

Special power
Wizards are allowed to meddle in all forms of magic. Because they're wizards. Choose one: Evocation, Thaumaturgy, Invocation. That is your "major" discipline (treat as normal). The others are "minor": you may use automatic abilities as if you were half your level, although you cannot take any skills or feats from that discipline.

Witchcraft

:Main article: Witchcraft

The pursuit of oneness with Magic. Strong moral component; some traditions faith-based. Heavy emphasis on Thaumaturgy; belief that thaumaturgical principles extend further, that all are connected through Magic, explaining its karmic nature. Some degree of secrecy due to a history of persecution; tendency to be decentralized, sharing knowledge only with a small, trusted group.

Special power
Chroma (varying abilities based on color), Supplication

Shamanism

:Main article: Shamanism

Myriad ancient traditions, generally Animist or Totemist; Shamans usually are trusted and revered figures with responsibility to a tribe or family unit. Strong emphasis on Invocation of natural forces, contact with spiritual entities, thaumaturgical healing.

Special power
Spiritwalking, Shapeshifting skill.

Will Magic

:Main article: Will Magic

Magic based on the application of pure will, highly applicable to the control of Outsiders and their powers. Modern "tradition" is a reclamation of concepts after millennia without organization. Object to the term "warlock", which connotes betrayal of laws or principles (though the term has largely been reclaimed by modern practitioners). Strong emphasis on Invocation (particularly of Outer forces).

Special power
Bladebinding and Summoning skills.

Sorcery

Priesthood

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