Abilities

Their are two general types of abilities: Magic and Psionics. You may only be skilled only in one.  

Magic

Magic is the ability to interact with the fundamental unseen forces of the world. All magic skill checks use the Use Ability skill. When you chose to learn magic you use point to buy a Domain, such as fire or water, to work with. Each additional domain domain is learned at an additional cost (cummulatively 1 per additional domain, unless the new domain is in the same group as one you already have, ie Heat and Cold are both Energy). Once you choose a domain you learn whichever Form is easiest for that domain. You can improve your power in a domain a cost of 2 for each subsequent forms with that domain.  

Forms of Effect

There are four forms which you can learn to affect a domain. The order in which they are learned depends on what is easiest for that domain. The forms are Create, Manipulate, Transform and Bind. It's easier to create fire than control it, but easier to control water or earth than create it, or transform a mind by changing a memory than to assert control or actually create a new mind.   For example, when learning the domain of Water, the forms in order of difficulty are:   Manipulate M lets you control an element, neither create or destroy it, but to enhance, position, reduce it. Manipulation is easiest for simple materials such as elements or enegery.   Transform T lets you turn one thing into another. For water its easier to change it into wine than actually create it.   Create C lets you create water. Creation is easiest for low mass materials.   Bind B allows you to know if a liquid is disturbed, or to do any of the lower forms in response to a change, or to know what a liquid is. This is always the hardest because you are looking beyond the specific material to see or establish connections.     For example when learning the Body domain:   Manipulation is easiest, such as staunching blood flow or replicating the effects of surgery. It lets you known how the body is (though you will need knowledge anatomy to understand what you learn).   Create lets you make a part, such as regenerating a limb or organ.   Transform lets you completely change part of a living thing into a part of another. You could create an appendage then transfor it into something else, such as wings or a tail.   Bind will let you know if a body moves relative to a predetermined object, is nearby, is injured, etc.     For example the Mind domain:   Transform lets you change what a senses or knows. Transform is usually difficult however in terms of the mind its easier to transform than control or create.   Manipulate allows you to control a mind thus forcing action or thought.   Create lets you create a new mind which is difficult and would allow you to give conciousness to something.   Bind allows you to bind a mind so you know where it is and what it is thinking. You can then try to influence it using other forms.    

The Domains

There are 16 domains aranged into related areas of elements, life or energy. Learning a related domain is 1 point cheaper for the first form. Essense is a stand alone domain that is about magic itself.
 
DomainFormsDescriptionRelation
Air MCTB Windmancy as used to help power sails. Includes gasses. Element
Earth MTCB Stonemancy. You can shape, break and meld stone, get gas from coal. Includes non-metal inorganic solids such as sand and crystals. Element
Fire MCTB Firemancy. Though this produces heat, it also consumes material. Popular for industrial burning of coal to get high heats for extended periods Element
Metal MTCB Metalmancy. Used to improve smelting and fining processes or shaping precise items. You can change lead to gold. Element
Water MCTB Watermancy. Useful for water purification or transformation to other liquids. Element
Wood MTCB Woodmancy. Useful to meld, strengthen or lighten live or dead non-sentient organic mater. Element
Body MTCB Primarily used to heal mortal bodies, can reform lost limbs and reshape or create new limbs. Works on any sentient body (animals, inscetcs, fish) Life
Mind TMCB Mesmer. Reading or sending thoughts, control thoughts, sensory phantasms, alteration of memories. Life
Spirit MTCB Necromancer or Exorcist. Affects the mortal life force or souls of the dead, including past lives. Sense, summon and question spiritst. Sense a creature's nature and detect life. Life
Electricity MCTB This is a damaging effect that does not consume material. It is rare and being experimented upon as electricity is a new discovery. Energy
Light MCTB Includes darkness and visual illusions. Mostly used for lighting and pretty illusions. Can cause damage. Energy
Sound MCTB Enhance or reduce sound, create or mimic sound. Mostly used for speeches and performances. Can cause damage. Energy
Temperature MCTB This is a damaging effect that ignores armour and does not consume material. It can help keep blimps afloat or prepare food for storage. It is rarely learned beyond create and manipulate. Energy
Essence MCTB Affecting magic, making items, detecting magic. Meta
Target Number (TN) and Effect  
TN Effect Injury Weight
0 Easy light a candle 0 10lbs
1 Average 1 50lbs
2 Challenging 2 200lbs
3 Difficult 3 100lbs
4 Severe 4 10,000lbs
  TN Moddifiers  
Goal TN Sommatic Range Time Verbal Concentration
Exagerat -1 sweeping close (touch) 6f loud complete
base 0 obvious, arm adjacent (5') 3f conversation focused
Minor +1 hand nearby (15') 2f a few words attentive
Subtle +2 fingers sistant (50') 1f whisper aware
None +3 none far (visible) Reaction none absent minded
  Skill Enhancements and Limitations Some uses of magic require or are improved by non-magical skills. Mancers Require the appropriate crafting (profession) skill to be able to manipulate a material effectively. Healers are Limited in thier ability to heal by using the lower of thier Use Ability or physician or anatomy (profession) skill. Mind effects are Enhanced by ones persuation skill (use the bester of it or Use Ability).  
Domain Type Effect
*mancer Required Carpenter, weaver, smith, mason, etc.
Healing Limiting Physician, anatomy.
Influence Enhanced Suggestion, charm, hypnotize.
  Spell Intention vs Effect If you try really hard to do something, you can use a higher TN than necesary and get double the impact, or just use the required TN and accept any additional success as extra effect. In essence you are taking a risk with a higher TN to get a stronger effect. For each increase in TN you choose you get two extra successes for determining the effect.   Example... You could manipulate a torch to burn someones face (average for 1 injury) and try to make it bigger and hotter (extra TN so challenging) to give 3 injury. You are more likely to fail and suffer that consequence, however if you succedd the the effect is greater.    

Consequence of Magic Failure

Magic is a great effort to sense and alter or control the elements that are present in the material world. Errors doing anything other than an easy task can cause mental or physical necrosis resulting in a lasting injury. Each use above average where you fail causes a level of injury. Make a necrosis check to see if it is permanent by rolling your use ability and must meet the level of effect you were trying for. So if it was a great attempt you need that many successes, otherwise you may lose a box in either your mental or physical injury track permanently. If the check gave a complication result the effect is obvious (mental quirk, physical deformation) that does not in and of itself create a disadvantage. You can buy accumulated necrosis off by getting a suitable disadvantage equal to the damage cleared. Maggie has a use ability of 3 and create fire (level 2). First she tries to ignite (create) an enemy soldier on fire. This is average so she rolls 4 dice and gets 9,6,4,1. She success and the soldier is on fire and takes 1 physical damage that ignores armour.   Next Maggie try to control the fire she created to cause more damage. She is controlling fire so rolls 4 dice getting 5, 4, 3, 2 so she fails without consequence. She must makes a necrosis check rolling 4 dice for her use ability skill less no dice since average attempt. She rolls 5,4,3,2 so fails and is permanently at one injury track of either mental or physical damage.  

Psionics

When you put 3 points into the ability psionics you choose a power, such as precognition, to work with. Once you choose a power you can improve your ability in that power by adding additional impact for each additional level which cost 4 points for level 2 and 5 for level 3. Unlike magic you start with whatever powers you have and can improve them but not generally aquire new ones.   Cost for Psionic Powers Levels
 
Level First Second Third
Cost 3 4 5
   

Psionic Powers

There are 7 Psionic powers, each of which uses the Use Ability skill.
 
Power Description
Clairvoyance Remote viewing or listening.
Mind Persuade, alter perception, contorl.
Null Negate the psionic power of others.
Psychometry Reading an objects past.
Spirits Speak, influence and control spirits.
Telekinesis Moving matter.
Telepathy Sending and reading thoughts, memories.
   

Consequences of Psionic Failures

It takes great mental effort and concentrtion to use psionics. If you fail a Use Ability when using psionics you may suffer mental necrosis resulting in a lasting injury. Each use above average where you fail causes an injury and requires a necrosis check to see if it is permanent. You roll your use ability and must meet the level of effect you were trying for. So if it was a great attempt you need that many successes, otherwise you may lose a box in your mental injury track permanently. If the check gave a complication result the effect is obvious (mental quirk, physical deformation) that does not in and of itself create a disadvantage. You can buy accumulated necrosis off by getting a suitable disadvantage equal to the damage cleared.   Example
Jerome has a use ability of 3 and two levels in Telekiesis. First he tries to fling a chair at an enemy soldier. This is an average use so he rolls 4 dice and gets 9,6,4,1. He success and the soldier takes 2 physical damage (one for a success and 1 for the second level in the Telekinesis power).   Next Jerome tries to knock another soldier down so he can eascape. The soldier is heavier than the chair so this is a difficult task requiring two successes. He rolls 4 dice getting 5, 4, 3, 2 so he fails without consequence. Jerome must makes a necrosis check so rolls 4 dice less and needs two successes beacuse it was a difficult attempt. He rolls 5,4,3,2 so fails and is permanently at one injury track of mental damage.      

Corruption and Radiance - An Optional Rule

If used this allows tracks to count negative experiences, choices, and influences as corrupting a character and oppositely positive can counter corruption or lead to net radiance. When you have accumulated enough you gain a relevant disadvantage (selfish, bully, greedy, intimidating) or advantage (charisma).   Corruption may be gained by murder, experiencing horror, being in negative spiritual places or having negative objects (ie temple to an evil god or tome of sacrificial rites). The opposite may come from selfless acts, holy sites or objects (ie holy site, book of love). This is a very value based aspect that works best with good vs evil themes.