Black Scorch Physical / Metaphysical Law in The Fractured Realm | World Anvil
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Black Scorch

Advanced Magic Advanced Magic: Players cannot begin learning to conjure advanced magic until Level 10. Scorch Black Scorch (“Scorch”)– a powerful anti-magic ability. Scorch resembles black fire. Scorch can dissipate certain magical abilities. Melee Players can potentially use Scorch to combat magic. Scope of Scorch Power: Scorch can extinguish any magically produced and magically maintained substance. This means that Scorch can extinguish fire/stone/wind/rock/etc. that a Muse is actively manipulating or creating but Scorch will not extinguish a substance that was magically created but is naturally maintaining itself. Examples: ● a Muse uses fire to light a candle, the lit candle will not be affected by Scorch unless the Muse is actively maintaining the flame ● Scorch will not stop a rock thrown or created by magic, unless the Muse is actively manipulating the rock at the time ● Scorch can undo any Mind manipulation either by aiming at the Muse or the one affected Scorched Weapon: the user’s weapon is engulfed in Scorch. The weapon will pierce through any magically produced substance as if the substance was non magical (A Scorch weapon will go through fire as if it was normal fire, but can be stopped rocks.) Inflicting enough damage with a Scorched weapon could render the Muse unable to use magic for an extended period of time, or, if a high enough level and damage, render the Muse an Inert (either partially – cannot use magic with one hand; or fully). Melee Players can wear Scorched Armor which provides increased magical resistance. Due to Otano’s insistence that Inerts be able to protect themselves, Scorched Metal armor is widely available across the realms. If Muses wear Scorched Armor, they cannot channel magic through the area garbed. Armor can be full body plate (prevents all magic) or only a specific body part (bracher, helm, greavers) and prevent magic from that body part. The Armor does not permanently take magic away and once it is removed, the Muse can use magic as would have before. Scorched Armor – automatic +10 magical resistance, magic DR If a Muse is wearing Scorched Armor, they cannot use magic. Scorched Wind: a wide and far ranged attack that can affect numerous targets at once. Scorched wind will affect both allies and enemies, regardless of the intent of the Player. It is most common for Inerts to use Scorch. Although Muses can harness the power of Scorch, they often lose the ability to use magic with any appendage they summon Scorch with (Kumari can summon Scorch with her right hand and can only use her magic with her left hand) and will have to make saves to avoid rendering themselves an Inert. Only high leveled Muses can master Scorch. For Inerts, players must beat a 10 for Scorched Weapon, and a 15 for Scorched Wind. Players add a d20 + Scorch aptitude points. Failing a Scorch for Inerts simply results in a failed Scorch use and the Player’s turn is over. Only Muses need to roll for Scorch saves. For every successful Scorch save, add 1 point to your Scorch aptitude points, for a maximum of 10 points. Scorch points cannot be lost. Scorch Save (for Muses): Your Muse Level + 10 When rolling a Scorch Save: add your d20 + Magical Fortitude + any Scorch aptitude points. Failing a Scorch save: Critical Fail (Natural 1): Lose the ability to use magic permanently High fail (more than 10 from threshold): Lose 5 magic wells permanently. Middle Fail (between 10 and 5 from threshold): Lose 2 magical wells permanently. Low Fail (less than 5): Scorch does not activate, and you cannot use magic for your next turn.
Type
Metaphysical, Arcane

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