Magic
Any reference to a Magic Roll is referring to a Power Skill Roll labelled as some variant
specific to the type of magic.
Individual Arcane and Divine Magic: Characters who can cast spells from arcane or
divine means should purchase each spell individually with the limitation (Magic -2) in
addition to any other limitations such as Gestures, Incantations, Focus, or any other
limitations that simulate their type of magic. Except for a few exceptions which are
detailed below, this is a quick system to handle most kinds of magic with elements that
will feel familiar to many gamers and is easy for the GM to make sure that magic stays
balanced in your campaign. The Magic limitation will allow for the Real Cost of the spell
to quickly be cut to a fraction of what it would have been since spells are individually
purchased.
Rune Magic: Often thought of as the domain of the dwarves exclusively, rune magic has
been studied and used by the followers of the deity The Eye and is believed to be used in
Kanos as well. For a practitioner to use Rune Magic, several prerequisites are necessary
to be achieved and all rune magic has several characteristics that are shared.
The art of practicing rune magic consists of drawing on a surface, which can
sometimes be specific and other times left up to the whim of the caster. The ink, oil,
pigment, or whatever is used to draw the rune will often consist of ingredients that are
costlier or more difficult to acquire than ink or paint. The amount of time required to
scribe a rune varies based on the intricacy and the power of the rune. Often a rune will be
built with a trigger that activates its power when a certain condition is met.
Power Skill: Rune Magic will be necessary to use rune magic and a limitation of
Requires A Skill Roll that must be made by the caster, not necessarily the user, the roll is
made when the rune is activated or triggered.
Rune Magic being usable by others but not necessarily universal. An easy way to
handle Rune Magic is with a 20 point Variable Power Pool with a 50 point Control Cost
maximum at the suggested starting level. The Control Cost has a mandatory limitation of
OAF (tools to carve, paint, or jewel; -1), and all powers are bought with this as well.
Players can choose to increase this limitation with Expendable, Fragile, or Difficult to
obtain Foci. The Control Cost will have a mandatory limitation of Extra Time: Full Phase
(-1/2), as well as Concentration ½ DCV (-1/4). The player can choose to increase either
of these limitations such as requiring even more extra time or 0 DCV while concentrating
on the Control Cost of the VPP or just individual runes. This will allow runes with
Trigger(s) and Usable By Others to be out in the world and for those effects to have some
balance because the Variable Power Pool will limit how many runes can be prepared at
any one time. This also negates the need for runes to be built with Time Limit to remove
the need for the GM to potentially limit such spells.
Rune of Feather’s Descent: This rune can be traced on to a person or a small object such
as a shield. It is usually traced with a feather from a bird capable of flight, is activated
automatically if a rapid drop of more than six bars happens to the object it is inscribed
upon.
Flight 6m, Trigger (descending more than six bars rapidly, activating Trigger
takes no time, Trigger requires a Turn to reset; +1/4), Usable By Other (+1/4) (9 Active
Points); Gliding (-1), Extra Time (Full Phase, -1/2), Limited Movement (character cannot
gain altitude, and must move at least 24 bars downward for every 2 bars forward; -1/2), 1
continuous charge lasting 1 minute (-1), Requires a Rune Magic Roll (-1/2), OAF (-1)-
paints and brush, Concentration ½ DCV (-1/4), Power Stops Working If Rune Is Marred,
Destroyed, Covered Up, Or Unpowered (-½). Total Cost: 1 point
Rune of Silent Action: This rune is drawn on to a piece of footwear, that will make the
wearer silent with all actions. This will stop speech as well as any abilities with an
Incantation limitation.
Invisibility to Hearing Group, No Fringe, Usable By Other (+1/4), Reduced END
(0 END, +1/2), Time Limit (1 Hour, +1 ¼) (30 Active Points); Extra Time (Full Phase, -
1/2), Requires a Rune Magjc Roll (-1/2), Concentration ½ DCV (-1/4), Power Stops
Working If Rune Is Marred, Destroyed, Covered Up, Or Unpowered (-½), OAF (-1) -
paints and brush. Total Cost: 8 points
Rune of Stone Speak: When this rune is completed, the caster will be able to speak with
the stone and sense what has happened nearby in the past. The further in the past the
more difficult it is for the stone to recall, and it is stone so things like numbers and details
might be out of its ability to discern. You need about a small boulder size of rock to write
the rune into.
Clairsentience (Sight and Hearing Groups), Retrocognition (50 Active Points);
OAF (-1) – paints and brush, Concentration (½ DCV throughout; -½), Extra Time (1
Minute; -1 1/2), No Range (-½), Requires Sufficient Unworked Stone (-½), Requires A
Rune Magic Roll (-½), Retrocognition Only (-1), Time Modifiers (-½), Power Stops
Working If Rune Is Marred, Destroyed, Covered Up, Or Unpowered (-½). Total cost: 7
points
Moiet Recipes
One thing that moiets are known for is their skill in cooking, baking, and crafting
delicious libations. Some moiet recipes have properties that seem to border on magical in
nature and simply knowing a recipe and replicating it doesn’t guarantee success.
Something in the process allows for certain food and drink to produce wondrous effects.
The Power Skill: Moiet Recipes will be necessary to use Moiet Recipes and a
limitation of Requires A Skill Roll that must be made by the creator, not necessarily the
user, the roll is made when the food or drink is ingested or activated. Usable By Other is
a mandatory advantage for Moiet Recipes. The Extra Time limitation is almost always
applied to any Moiet Recipe use, as is Focus and Charges.
Starry-Eyed Muffin: This delicious muffin has a nearly jet black, somewhat bumpy
exterior, but the fluffy, delicious interior appears nearly fluorescent. These muffins allow
those who eat them to see in normal darkness.
Nightvision, Usable By Others (+1/4), Delayed Effect (+1/4), 6 continuing
charges lasting 6 hours each (+1) (12 Active Points); Extra Time (1 hour to bake, -3),
Concentration (while baking O DCV throughout, -1/2), Requires a Moiet Recipes Roll (-
1/2), OAF Fragile (-1 ¼). Total Cost: 2 points
Shading Pudding: This thin pudding is clear and has a very sweet flavor, with an effect
that makes the mouth of the mouth of the user feel a series of harmless popping
explosions for a second.
Invisibility to Sight Group, Usable By Others (+1/4), Delayed Effect (+1/4),
Persistent (+1/4), 4 continuing charges lasting 20 minutes each (+1/4) (40 Active Points);
Extra Time (6 hour to prepare and cook, -3 1/2), Concentration (while baking 0 DCV
throughout, -1/2), Requires a Moiet Recipes Roll (-1/2), OAF Fragile (-1 ¼). Total Cost:
5 points
Pleasant Plum Pie: This hallucinogenic is very powerful and the moiets of Bunbury
have been known to use it baked into sweet fruit pies and then throw the pie at an enemy
to disperse. When the pie filling makes contact, the victim begins to hallucinate the thing
that makes them happiest.
Mental Illusions 8D6, Usable By Other (+1/4), Alternate Combat Value (use OCV
against DCV; +0), (50 Active Points); Extra Time (6 hours to prepare and bake, -3 ½),
Concentration (while baking 0 DCV throughout, -1/2), Requires a Moiet Recipes Roll (-
1/2), No Conscious Control (-2), Ranged Based On STR (-1/4), Can Be Deflected (-1/4),
OAF Fragile (-1 ¼). Total Cost: 5 points