Magic

Spirit: Magic of Aroka

Spirit is the fifth attribute in the Aroka: Fallen World setting for those with magical abilities. Most creatures, with a notable exception of Dryn and the majority of the creatures that first appeared after the Second Firefall, have Spirit, though it usually takes deliberate development or natural giftedness to be able to control it. For those that do, it is often described as possessing invisible tendrils of energy that they can use to interact with their surroundings both at a distance and in extraordinary ways.

Magic Saves and Spirit Wounds

Whenever an individual uses magic, there is a risk that its use will inflict wounds on the caster. There can sometimes be enough ambient energy on which the caster can draw to avoid having to use up their own magic reserves or, if they don't want to reduce their Spirit, drawing from their body.

When a character takes an action requiring a roll with the Spirit attribute die, regardless of the result, they make a magic save, which uses a d20 with a target number equal to the average of the Spirit attribute die and the Spirit ability die used. If the result is equal to or greater than the target number, they take a Spirit wound, which is a wound that can not be treated by mundane means. If the result is twice the target number, they take two wounds. If it is three time the target number, they take three wounds, etc. Alternatively, they can choose to temporarily reduce their Spirit die by one die size instead of taking a Spirit wound.

Per the GM's discretion, areas with more ambient energy can allow the Magic Save to be made with disadvantage. Alternatively, areas devoid of ambient energy can cause it to be made with advantage.

Charges

Individuals with developed Spirits are able to mitigate the risk of taking Spirit wounds in the form of charges. Instead of taking a Spirit wound, they can expend a charge instead. The maximum number of charges they can have at once is equal to their Spirit divided by three. Expended charges are regained using one rest point each.

Types of Magic

Projection Magic

The most common type of magic use on Aroka is Projection Magic, where one uses their Spirit to draw upon the energies within themselves and their environments to wield its power. This relies heavily on the individual's natural Spirit and magic prowess and often takes much discipline and practice to master.

Source Magic

When a magic user has access to an additional power source, whether it be spiritual or technological in nature, they are considered to be using Source Magic. In many cases, this is simply Projection Magic with an external source of charges, but, in some cases, it can be part of a spiritual entity, granting its wielding additional resources and even unique powers, though it can have a mind of its own at times. During the Age of Ascension, the gods would grant their most devout followers relics imbued with part of part of their Spirit to grant them additional powers. This is far less common as the gods have seemingly vanished from Aroka since the First Firefall, but there are still rare occurrences where remnants of a god surface and grant boons to those that possess them.

Mechanically, this can grant characters additional charges, special Spirit abilities and skills, and change the style of the magic when it is used. Depending on the source, it may have a mind of its own and can choose to not offer characters its power if it does not align with their values.

Void Magic

For those willing to play with chance, there is another option that requires neither a strong Spirit or a powerful source of magic. Magic beyond the domain of the other two magic types are considered Void Magic and very little is known about it. The results can range from absolutely nothing to incredibly powerful magic that can pose just as great a threat to its wielder as its target.

Mechanically, the character makes a magic roll normally. This represents how much control the character has over the magic use. Then, rolls 2d20s and take the highest of the two. This is the power of the magic and serves as the result for calculating the output of the magic use. If the power result is greater than the 3dX result, the difference is applied to the character as if the magic had been used on them with a rull result equal to that difference. The remainder of the power result is applied to the intended target.

Spirit Abilities

When creating a new character, select which Spirit abilities they start with by putting at least a d2 into them. Acquiring additional Spirit abilities will require them to gain enough learning points to do so. Each Spirit ability has a number of skills that fall under them including, but not limited to the ones provided below. When the ability is unlocked, the character also gets one of these skills. Additional skills can only be gained through the learning process. It is recommended that each additional skill require more learning points to unlock than the previous one.

Each skill lists the base outcome of its use and any applicable restrictions such as the duration of the effect, the number of targets, the range at which it can be implemented, the size of the target, the target area, or weight of the target. If the character wants to, they can choose to reduce the result to do one of the following.

  • Double the duration of the effects.
  • Double the number of targets.
  • Double the range at which the skill can be used.
  • Double the size limit of the target.
  • Double the target area.
  • Double the weight limit of the target.
  • The roll result can be reduced as many time as the character wants to combine and stack the above options as long as it is not reduced to the point where the magic use will have no effect. Using one of these features sets a new baseline that additional features can double, so choosing to double the number one of them twice quadruples it.

    Alteration

    Alteration allows a character to change the molecular make-up of objects.

    Bond

    Alter the exteriors of two objects within one meter of the character to bond them together a target number required to break them apart equal to the roll result. The portions of the objects not bound together keep their original target numbers.

    Deconstruct

    Begin to break apart an object within one meter of the character with a volume of one cubic meter into its molecular components, reducing the target number required to break it by the result of the roll.

    Purify

    Disrupt the molecular structures of one liter of liquid or other material that the character can touch to break down complex compounds, such as poisons and other impurities, and microscopic organisms that could cause infection or sickness without altering the liquid or material itself. This reduces the target number required to resist the disease or poison by the result of the roll.

    Essence

    Essence allows a character to influence the life force of a creature.

    Regenerate

    Used to treat the wounds of a creature within one meter, including themselves, with the number of wounds equal to the result of the roll divided by three.

    Restore

    Used to grant rest points to a creature or entity within one meter, including themselves, with the number of rest points equal to the result of the roll divided by two. These rest points are applied in addition to the result of the rest save when the targeted creatures completes their next rest as long as it is within a day of when Restore is used.

    Revitalize

    Used to restore the Vitality of a creature within one meter. If the result of a Revitalize roll is equal to or greater than the target's Vitality, it increases by one die size.

    Frostfire

    Frostfire allows a character to change the temperature of an object or substance.

    Chill

    Decrease the temperature of an object within one meter with a volume up to one cubic meter by one degree Celsius per roll result.

    Ignite

    Rapidly increase the temperature of a target material at a single point within one meter in an attempt to start a fire.

  • This is made with advantage if the material that is highly flammable.
  • This is made normally if the material that is neither highly flammable to flame-resistant.
  • This is made with disadvantage if the material is flame-resistant.
  • Warm

    Increase the temperature of the target within one meter with a volume up to one cubic meter by one degree Celsius per roll result.

    Grasp

    Grasp allows a character to physically interact with their surroundings using their Spirit.

    Conduit

    Control an object or group of objects that weigh up to one Stone as if they are extensions of the character's body, wielding them within a range of two meters. If this is used to make an attack or defense, it uses standard combat rules for defending against multiple attacks, making multiple attacks, and attacking multiple targets. This is made with advantage if the objects contain materials that effectively conduct or store Spirit.

    Launch

    Propel an object weighing up to one Stone with enough force to deal damage using normal damage rules to a target within one meter.

    Pummel

    Unleash a blast of Spirit with enough force to deal damage using normal damage rules to a target within one meter.

    Restrain

    Use Spirit to restrain a target within one meter as if they were using Grapple.

    Inception

    Inception allows a character to influence the impulses and thoughts of a mind.

    Impulse

    Temporarily overpower a mind to stimulate a desired action excluding movement to a creature or entity within one meter. To the the target, this will feel like an involuntary reaction.

  • If the result is equal to the target number, the triggered action has disadvantage.
  • If the result is twice the target number, it is made normally.
  • If it is three times the target number, it is made with advantage.
  • Implant

    Place an idea or though into the mind of a creature or entity within one meter.

  • If the roll result is less than the target number, the thought may still be implanted, but they will know that the though is not their own.
  • If the result is equal to at least target number, the thought is implanted, but they are struck by the sudden appearance of it and may question it.
  • If the result is equal to at least twice the target number, they believe the though to be their own, even if they don't understand where it came from.
  • Interpret

    Read the intentions and thoughts of a creature or entity within one meter.

  • If the roll result is less than the target number, the character is unable to interpret the mind and the mind is alerted to the attempt.
  • If the result is equal to at least the target number, the character can interpret basic emotions, intents, and thoughts, but the target is still made aware.
  • If the result is equal to at least twice the target number, the character can interpret specific emotions, intents, and thoughts and the target is unaware of the attempt.
  • If the result is equal to at least four times the target number, the character can access recent memories and short-term goals.
  • If the result is equal to at least five times the target number, the character can access mid-term memories and mid-term goals.
  • If the result is equal to at least six times the target number, the character has access to all the contents of the mind.
  • Jolt

    Jolt allows a character to generate or influence the flow of electricity.

    Spark

    Create an electrical discharge at a point within one meter with the number of . If used on a living target, use normal damage rules.

  • This is made with advantage if the target is highly conductive.
  • This is made normally if the target that is neither highly conductive or resistant.
  • This is made with disadvantage if the material is resistant.
  • Surge

    Cause an existing electrical source to flow from one creature or object into another. If used on a living target, use normal damage rules.

  • This is made with advantage if the target is highly conductive.
  • This is made normally if the target that is neither highly conductive or resistant.
  • This is made with disadvantage if the material is resistant.
  • Syphon

    Draw electrical energy from a creature or object within one meter. If used on a living target, if the roll is greater than their target number, they can be stunned.

  • This is made with advantage if the target is highly conductive.
  • This is made normally if the target that is neither highly conductive or resistant.
  • This is made with disadvantage if the material is resistant.
  • Mold

    Mold allows a character to change the structure

    Shape

    Alter the shape of an object, changing one dimension or features of the object within a meter and up to one cubic meter in size per roll result.

    Toughen

    Make an object within one meter and up to one cubic meter in volume harder and more durable, increasing how much damage it can take before breaking by one per roll result.

    Weaken

    Make an object within one meter and up to one cubic meter in volume softer and easier to break, decreasing how much damage it can take before breaking by one per roll result.

    Sense

    Sense allows a character to us their Spirit to detect stimuli in their environment.

    Alert

    Create an elemental, physical. and spiritual baseline in their surroundings, giving the character a passive Search equal to the roll for a minute and a range of up to two meters.

    Perception

    Increase the elemental, physical, and spiritual contrast of the environment, functioning as a Spirit Search for up to one minute and at a range of up to two meters.

    Sight

    See beyond the limitations of the physical to perceive into the Veil. All forms of energy ranging from the movement of water and wind, the heat flame and sun-warmed stone, and the essence of all livings things and non-physical entities, can be seen within two meters. While active, the natural sense are reduced and the physical world fades from perception. This can last for up to a minute, ending if the user wishes it to or if they are interrupted.

    Transpose

    Transpose allows a character to impart parts of their Spirit into other creatures or objects. When a character's Spirit is imbued into a creature, entity, or object, if the value of the roll exceeds the target number of a creature or object, they take a number of wounds equal to the excess, potentially destroying the object. If the target is a creature that is unwilling, the roll is made with disadvantage.

    Decrypt

    Decrypt magic that has been imbued and encrypted onto a creature, entity, or object within one meter.

    Encrypt

    Imbue a creature, entity, or object within one meter with a portion of the character's Spirit with enough complexity to make it difficult to decode. The roll result sets the target number to decode it.

    Imbue

    Imbue a creature, entity, or object within one meter with a portion of the character's Spirit, allowing another creature or entity that has Spirit to access its stored magic. The result of the roll is the output of activating the imbued magic.

    Ward

    Ward allows a character to protect the body and minds of themselves or others.

    Deflect

    Give a bonus to a character attempting to deflect an incoming attack, comparing the result to the attack target number.

    Fortify

    Increase the target number to resist mental manipulation of a creature or entity within one meter by the result of the roll for one minute.

    Protect

    Apply magical armor to a target within one meter for up to a minute, with the number of armor pieces equaling the roll result divided by three.

    Empowerment

    If a character that wishes to increase the power of a magic use and is willing to make sacrifices to do so, they can take on one of the penalties of the magic save exceeding the average of their Spirit Attribute and the Spirit Ability being used. Each one of these additional penalties doubles the result rolled.

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