Minor Magic in Gehane | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Minor Magic

To specialize is to focus on specific minor magic, be it a cantrip, or an effect of study.        
Mage Armor:
You have trained long and hard to cast magic while encumbered by armor. You can wear light leather or heavy leather (or scout armor from Titansgrave) without suffering the effects of Strain when casting spells.  
Magic Sense:
You can sense if an object is magical just by touching it. This power does not tell you what the object does or how it works, only that it contains magical power of some kind. No roll is required to use this power; the GM will inform you it is magical when you touch such an object. Alternatively, you can spend 1 magic point if you possess them to increase your Magic Sense to a range of 15 feet. The effects of this amplified range last for 1 minute.  
Magic Sight:
You gain Dark Sight, which allows you to see up to 60 feet in darkness without a light source.  
Overchanneled Spells:
When you cast spells that deal damage you gain a +2 bonus to the total damage inflicted.  
Power Blast:
As per the Power Blast description p.21 Fantasy Age Basic Rulebook.   Shadow Step: When you step into shadows you can use a Major action to become invisible until you move or take another action.  
Shapeshift Bird:
You can transform yourself and your belongings into a type of bird of your choosing. You cannot cast spells or even talk while in this form but you can shapeshift back at will. You have a total of 5+ your Constitution in Health levels and anything that reduces this to zero forces you to change back to humanoid form (although your normal health levels are unaffected by that attack). To change forms takes a Major Action. While in this form you can only make brawling attacks, but you do gain a flying speed of 8 + willpower.  
Shapeshift Canine:
You can transform yourself and your belongings into a canine such as dog or wolf. You have a total of 8 + your Constitution in Health levels and anything that reduces this to zero forces you to change back to humanoid form (although your normal health levels are unaffected by that attack). While in this form you can only make brawling attacks, your speed is 12 + dexterity and you can perform the Set Up combat stunt at will as a free action without having to spend stunt points.  
Shapeshift Snake:
You can transform yourself and your belongings into a large snake. You cannot cast spells or even talk while in this form but can shapeshift back at will. You have a total 8 + your Constitution in Health levels and anything that reduces this to zero forces you to change back to humanoid form (although your normal health levels are unaffected by that attack). To change forms takes a Major Action. While in this form you can only make brawling attacks, your speed is 8 + dexterity (though you can slither into hard to reach places) and you can make a poisonous bite as a brawling attack that slows a target reducing their Speed Rating by 5 until the end of the encounter (the effects aren’t cumulative from successive bites).  
Smite Cantrip:
You can channel your mana into your melee attacks. When making a melee attack you can spend 2 Magic Points to increase the damage by 1d6. You must possess Magic Points to be able to have this cantrip. Casting this cantrip is a free action. If using a weapon that is also your Arcane Device you gain +1 to the attack roll as well.  
Spell Binding:
You can bind a single weapon of your choice so that it can be summoned to your hand or dismissed as you desire. You can cast this binding on a single weapon (or perhaps even ammunition such as an arrow or battery) of your choice. It takes 1 hour to perform this ritual and costs 50 sp in components. Once cast you can summon the weapon to your hand or dismiss it out of existence as a Minor action. It can be dismissed at any range even if you can no longer see it. If the weapon is destroyed you can dismiss it and when it is summoned back it will return undamaged like it was at the time of casting this binding. You can cast a spellbinding on up to a maximum of three separate weapons or pieces of ammunition.  
Spell Blast:
As per the Spell Blast description p.21 Fantasy Age Basic Rulebook.  
Spell Mastery:
When you cast spells the Magic Point cost is reduce by 1 to a minimum of 1 to cast any spell.  
Taunting Whispers Cantrip:
With a wave from your Arcane Device you can force an opponent to hear a barrage of vicious voices that taunt and mock them. When you cast this cantrip you can inflict upon this target the Taunt combat stunt at will without having to spend stunt points, though you must still make a Communication (Deception) vs Willpower (Self-Discipline) test as normal but you gain +3 to the test. Casting this power costs a Minor action to perform.  
Telekinetic Magic:
You can project your will out to 45 feet and mentally control objects as though you were using your hands. You can manipulate any object you can see, moving the object in the air, opening or closing it, operating it or even striking or throwing it. However the object is limited only to those you would normally be able to interact with or be able lift with your own hands. If you use this power to strike an opponent directly or with an object or throw something at them you make an Improvised Weapon attack and if successful the target is struck with the telekinetic force, hit by the object or has the flung object strike them. You can only manipulate one object at a time using this power.  
Weapon Training:
You choose to forgo some magical training to instead undertake marital training. Gain a single Weapon Group of your choice that you do not possess.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!