Magic

The Jist of It

  • Most prominent races only have access to one type of magic e.g., Land Elves only can do Earth Magic
  • Dragons have access to Air and Fire Magic
  • Pixies have access to all types of magic at once
  • Humans, if blessed by a spirit, can do any type of magic, but are restricted to one. The also receive a Mark denoting which type of magic they control.
  • Human magic users are called Mancers, with prefixes denoting the type e.g., Pyromancers use fire magic.

Water Bending

Overcome: Receive a +1 to any attempt to overcome a physical barrier.
Create an Advantage: Any barrier created with water diminishes by 1
per exchange unless the caller concentrates on it, taking -1 to all subsequent
actions so long as the barrier is maintained.
Attack: Damage from your attacks ignores any armor. You may take -2
to the attack and attack all targets in a zone (excluding yourself ).
Defend: No special rules.

Ice Bending

Overcome: If what’s being overcome is a physical barrier, and the caller
beats the target to overcome by 2, then remove the barrier completely.
Create an Advantage: Gain a +1 to rolls to create any barriers using Ice Bending. When you create a barrier, you may actually create multiple contiguous barriers. Each additional length of the barrier—a “length” being a barrier between any two zones—reduces its rating by 1. So, if you got a +6, and wanted to create a 3-length barrier, it would have a rating of 4 (6 – 2, remembering the first one’s free).
Attack: You can opt to do half damage, rounded up, to freeze the target
in place. This creates a barrier to their movement with a difficulty to overcome
equal to the damage dealt.
Defend: If you succeed with style on defense, you may forgo the boost
to increase any of your active barriers by 1.

Earth Bending

Overcome: If what’s being overcome is a physical barrier, and the caller
beats the target to overcome by 2, then the barrier may be removed.
Create an Advantage: Gain a +1 to rolls to create any barriers using Earth Bending. When creating a barrier, you may opt to take a -4 to the roll—making it a net total of -3— to create a barrier that completely surrounds a zone. Take an additional -1 if you also want to seal the top.
Attack: You may only attack targets that are on or near the ground—low
level fliers can still be struck with debris, so anything a standing person could
hit with his hands is fair game. You may take a -1 to your attack to attack all
targets in your zone (except yourself ). For an additional -2, you may attack all
targets in your zone and one adjacent zone. You may extend this effect indefinitely,
so long as it is contiguous and you keep taking -2s.
Defend: Earth is slow to respond, and is at a -1 to all defense actions.

Fire Bending

Overcome: If you overcome a physical barrier, reduce it by 1.
Create an Advantage: Any barrier created with Fire Bending diminishes
by 2 per exchange unless the caller concentrates on it, taking -1 to all subsequent
actions so long as the barrier is maintained. Anyone who fails to overcome
an fire barrier has the option to force their way through, taking
damage equal to the number of additional shifts that a successful roll would
have required.
Attack: You may take -1 to the attack and attack all targets in a zone
(excepting yourself ).
Defend: No special rules.

Air Bending

WIP

Barriers

Barrier is a shorthand term for some kind of obstacle between one
zone and the next, such as a wall of ice. When a character attempts to
penetrate, circumvent, or destroy a barrier, the value of the barrier is
the difficulty to do so.

In general, a barrier exists between two zones, but it is possible
that a barrier might be longer, even completely encircling a zone.
The creation of a barrier is a special case of creating an advantage
using the Mancer skill. It creates a barrier equal to the result of
the Mancer ’s roll. So, if the character rolls a Good (+3), then the
barrier has a value of 3. A character who rolls less than a +1 fails to
generate a substantial barrier. Specific Mancers may modify this roll, or
offer extra options.

When an attack is made through a barrier, the defender may
use the barrier’s value in lieu of a defense roll. The defender must
decide before rolling, and using the barrier forgoes the possibility of
a success with style. If the attack includes an attempt to bypass the
barrier—by, say, jumping over it—then the attacker uses the lower of
the two skills involved (the bypassing skill and the attacking skill) to
make the attempt (unless, of course, an appropriate aspect is applied
to streamline the bypassing).

For example, a substantial wall of Ice (Great Barrier, 4) is thrown up
between a Mancer and the angry Voidcaller one zone away. If the
Voidcaller throws a shadowbolt, the Mancer may forgo the die roll
and effectively roll a Great (4) defense result. If the Voidcaller leaps
over the barrier and attacks with his sword, then he rolls the lower of
his Athletics (jumping) or Fight (attacking), and the Mancer can
still use his Great (4) barrier defense to protect himself.

One other important note: Barriers cut both ways, and the creator
gets no special benefit attacking targets on the other side of his barrier—
they benefit from the barrier as much as he does.

Magic

The Chronicles of the Spirit War maxschock