Every mage possesses powerful eldritch magic, and this magic ultimately originates from a god. The act of gaining power from a god create a Catalyzation in the mage, assuming they survive the process.
Characters in The Magitech Chronicles gain a number of Catalyzations from their archetype. These represent either Catalysts that the character has been to, or are the result of a powerful bloodline, meaning that their parents or grandparents had been to a potent Catalyst.
Your GM may either allow you to pick from the following list, or you may choose to simply have inherited the Catalyzations from a parent, and could be ignorant as to the true source.
These abilities will determine which spells you have access to, so choose carefully! Feel free to peruse the spells chapter before making your final selections. In most cases, simply taking your aspect’s magic is the most potent Catalyzation you can get.
NOTE: You select ONE Catalyzation from the list below. If you pick Life Magic, for example, you may not also purchase Touch of Shaya.
Only True Mages select 2, and they will choose 2 types of magic.
Life
Life Magic
Grants access to life spells, 3 spell pool, and 3 life resistance. Also adds the Light Bolt spell to the mage’s lexicon.
Touch of Shaya
The mage touches a target and heals their wounds. They may spend as many points from their spell pool as they wish, and the target heals for the amount spent. Also grants 3 spell pool and 3 life resistance.
Vanity of Shaya
The mage gains +1 appearance. They also gain 3 spell pool, and 3 life resistance.
Air
Air Magic
Grants access to air spells, 3 spell pool, and 3 air resistance. Also adds the Lightning Bolt spell to the mage’s lexicon.
Ascend to the Dragonflight
The mage gains the ability to fly at will. They fain a fly speed of 45 kph, and many maneuver using athletics + agility.
Grace of Virkonna
The mage gains a permanent +1 agility. They also gain 3 spell pool, and 3 air resistance.
Dream
Dream Magic
Grants access to dream spells, 3 spell pool, and 3 dream resistance. Also adds the Dream Bolt spell to the mage’s lexicon.
Vanish
Once per day a mage may spend an action to disappear from sight. They are considered invisible, and cannot be directly targeted unless the perceiver has some way to pierce illusions. Invisible targets gain edge on stealth checks involving sight.
The invisibility lasts until cancelled, or until the mage next sleeps.
The Voice of Shi
The mage gains a permanent +1 to charisma. They also gain 3 spell pool and 3 dream resistance.
Fire
Fire Magic
Grants access to fire spells, 3 spell pool, and 3 fire resistance. Also adds the Fire Bolt spell to the mage’s lexicon.
Pierce all Veils
Once per day the mage may sear their vision with the flames of the unspoken mother. They gain the ability to pierce all illusions, and can see invisible targets. This lasts until cancelled, or until the sleep. For the duration the mage's eyes glow with endless flame.
Strength of Van
The mage gains a +1 to strength. They also gain 3 spell pool and 3 fire resistance.
Void
Void Magic
Grants access to void spells, 3 spell pool, and 3 void resistance. Also adds the Void Bolt spell to the mage’s lexicon.
Umbral Jaunt
Thrice per day a mage may spend an action slip through the umbral depths to arrive at a new location within 30 meters.
Xal’s Piercing Intellect
The mage gains a +1 reason. They also gain 3 spell pool and 3 void resistance.
Earth
Earth Magic
Grants access to earth spells, 3 spell pool, and 3 earth resistance. Also adds the Acid Bolt spell to the mage’s lexicon.
The Resolve of Trakalon
The mage gains a +1 fort. They also gain 3 spell pool and 3 earth resistance.
Gift of Osmium
The mage’s skin becomes as hard as metal, granting 3 armor and 3 earth resistance.
Spirit
Spirit Magic
Grants access to spirit spells, 3 spell pool, and 3 spirit resistance. Also adds the Spirit Bolt spell to the mage’s lexicon.
Simulacrum
Once per day the mage may spend an action to create an incorporeal double in their exact location, while they are transported to the spirit world. They may move, drink potions, or take any other action that does not interact with the mortal world.
The mage returns to our realm at the end of the 3rd round after being cast. The mage may choose to return at any time before this. A single attack will destroy the simulacrum, but it will not reveal the mage's presence in the spirit world.
Resolve of Krox
The mage gains a +1 will. They also gain 3 spell pool and 3 spirit resistance.
Water
Water Magic
Grants access to water spells, 3 spell pool, and 3 water resistance. Also adds the Frost Bolt spell to the mage’s lexicon.
Marid's Protection
The mage gains 5 magic resistance.
Marid's Intuition
The mage gains +1 intuition. They also gain 3 spell pool and 3 water resistance.
The Void Catalyst description includes the Lightning Bolt spell, Should that be Void Bolt?