How Dwarf Magic Works
Outside of the rule system's "setting" (False World) this form of magic could be treated as some form of cinematic (such as Jedi powers) or action game (such as the Dishonored series) style of magic system, but the following will explain the rules as is in the setting.
Dwarf Magic is the only system of magic within the False World that has no interaction with Spirits.
An activated power lasts for a single encounter (roughly 10-30 minutes max for social encounters)
Feats are how you gain Dwarf Magic powers The Dwarf Mage feat allows one to use a single Dwarf Magic Power, and there is no cost to do so (other than a feat to take and a PP to use)
The Twin Mage feat (taken after Dwarf Mage feat) allows the use of two paired Dwarf Magic powers and can be taken multiple times, but you loose the ability to be a Spellcaster (the Smug Intellectual, Divinity, Patron of Nature, and Performance Magic feats).
Paired Dwarf Magic powers also grant an additional power when the two are used simultaneously.
Stoneborn (taken after Dwarf Mage) allows the use of all Dwarf Magic powers, except you can't be a Spellcaster AND can't take Patron feats (no Patron Bound feat).
Each power has an associated skill that is used for any attack rolls, skill checks, or Combat Maneuvers (unless the Maneuver Specialization feat has been taken).
How it Works (Narratively)
Dwarf Mages consume alchemically treated elements to manipulate others minds, push and pull objects and people with their mind, shoot objects at high speed (from their hand), hide and dispel magic, and grant themselves physical enhancements. These effects last for a limited period of time, but make them incredibly competent while doing so. Due to the fact that they aren't using Spirits, their magic can't be disrupted by those who manipulate Spirits (directly or indirectly). When combined with the ability of some (especially Stoneborn) to disrupt and dispel both Dwarf Magic AND Spellcasting, they have acquired the informal nickname of Mage Killers.How it Works Mechanically
It costs a Free Action (drinking a tiny vial) and a PP to activate a power.An activated power lasts for a single encounter (roughly 10-30 minutes max for social encounters)
Feats are how you gain Dwarf Magic powers The Dwarf Mage feat allows one to use a single Dwarf Magic Power, and there is no cost to do so (other than a feat to take and a PP to use)
The Twin Mage feat (taken after Dwarf Mage feat) allows the use of two paired Dwarf Magic powers and can be taken multiple times, but you loose the ability to be a Spellcaster (the Smug Intellectual, Divinity, Patron of Nature, and Performance Magic feats).
Paired Dwarf Magic powers also grant an additional power when the two are used simultaneously.
Stoneborn (taken after Dwarf Mage) allows the use of all Dwarf Magic powers, except you can't be a Spellcaster AND can't take Patron feats (no Patron Bound feat).
Each power has an associated skill that is used for any attack rolls, skill checks, or Combat Maneuvers (unless the Maneuver Specialization feat has been taken).

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