Magic is the manipulation of the natural world to achieve unnatural effects. Magic isn’t about forcing an element or energy to do something; it’s about perceiving the natural fl ow of energy and redirecting it in a way that best suits the sorcerer. Most magic is based in some way off the character’s ability to see and construct magical effects. The perception attribute is very important to the aspiring mage.
Most Magic is hard to learn and use effectively and this is the reason most Magi learn spells by rote and dance. Characters usually take the Incantation, Focus, or Physical Gestures limitation with powers to represent the extremely diffi cult practice of perceiving and crafting magic.
With magic, there is always a cost to be paid. When the wild die comes up 1 in the use of a magic power the character suffers a Wyrd, but only if the roll is a falure. A Wyrd is some unnatural happening that lasts for minutes equal to the rank of the power. The Wyrd can be anything from the changing of the character’s skin color or an odor that follows them around to a catastrophic magical mishap that affects all of her friends. The Wyrd effect is left to the discretion of the GM and should refl ect the weight of the situation that the character is in. If the GM is hard pressed to come up with suffi cient Wyrds a good place to look is at the Entropy blast power under Ranged power attack or the list that follows.
NOTE: GODSEND Agenda does not use magic in its game universe. In the GODSEND Agenda universe magic is just another name for the universal energy known as Ka.
MAGIC FIELD
Duration: Activated
Range: 2 times Power rank in meters Base Damage Value: none Managing Skill: none Cost: 4 Per Rank
Your character projects a fi eld that negates magical damage equal to a base of the power rank multiplied by 3, plus 1D per Power rank. The fi eld works both ways, and protects from attacks on either side. Attacks made by the character with an active fi eld are also reduced, but only by the shield’s base damage reduction. A special advantage may be purchased that negates this drawback. The fi eld has no resistance against mental or physical assaults.
This fi eld is ablative; any dice used to negate damage in a given round cannot be used to block other attacks in the same combat round. Dice may be split up to negate damage from multiple attacks.
The fi eld regenerates at the beginning of each round. In every respect except the type of damage negated the fi eld work just like a Force Field.
NOTE: Any damaging effect created by the Sorcery power is considered magical damage. Special Enhancement:
Works on others
+2 ranks
The area of protection around the character can have a radius up to 2 times her Power rank in meters, or can be projected up to 2 times Power rank in meters away from her to protect someone else. In this case, the fi eld only protects the immediate person, not a radius around them.
Can attack through
+3 Per rank
The character can attack normally through her fi eld without any damage penalty.
Special Power Limitation: Force Shield
-2 Per rank
The protective fi eld is not a bubble surrounding the character but a shield that protects only one side of the character. The shield may be moved to defl ect different attacks, but may only defend one side at a time. The character does not suffer the penalty of not being able to attack effectively through the shield.
SORCERY
Duration: Activated Range: normal
Base Damage Value: Read below Managing Skill: Artistry: Spell Crafter Cost: 15 per Rank
This power allows the hero to perceive and craft the magical energies of the world into powerful unnatural effects.
The character must fi rst pay a price of 1 Ka point (if Ka is being used in the game) or 2 Body points for the temporary use of the power and then make an Artistry: Spell Crafter roll versus a diffi culty equal to 4 times the cost for one rank of the power. If she fails she may try and attain the power again the next round with an additional +1 added to the diffi culty. If multiple powers are involved, they can all be tested at once with the diffi culties all being added together. She now has that Power at a rank equal to her Sorcery Power rank.
Example: Nox Magnus has 10 ranks of Sorcery and 5D Artistry: Spell Crafter. Absalom wants to manifest the ability to fl y (2 points per rank). Nox spends 1 point of Ka( or 2 body points) and has to successfully make a Artistry: Spell Crafter roll with a diffi culty 8 (4x2=8). If successful Absalom could have 1 to 10 ranks in the power.
The character may keep the power for hours equal to half her rank with Sorcery. In the above example Nox Magnus would be able to fl y for 5 hours before the power faded. After the allotted amount of time is up the character may call on the power again by following the procedure above.
The ranks of the Sorcery Power may be divided into multiple Powers. Each power attained is paid for with an additional one point of Ka or 2 body points per power. Because this power has a duration of activated, if the hero is knocked unconscious he loses the powers in question. Furthermore, the character must obey all the aspects and limitations of the powers she is using. For example, if she decides to take an Elemental Sheath of fi re she would take double damage from cold based attacks.
N.B.: Attributes can only be increased through the use of the Enhancement power.