Magic


Magic Basics
For every d2 in your magic Attribute (Intelligence or Willpower?) your character can cast one spell per day. These spells can be of any school you’re proficient with. Further, for every d2 in a school your character can also cast one additional spell specifically from that school. For example, a character with a d6 in Healing, a d6 in Evocation and a d8 Intelligence could cast 3 Healing spells, 3 Evocation spells, and 4 spells of either school.


Magic Schools
Abjuration – The art of warding, shielding, and countering
Divination – The art of perceiving elsewhere, the truth, the future and the past
Enchantment – The art of suggestion
Evocation – The art of energy manipulation
Healing – The art of mending the body
Illusion – The art of false perceptions
Transmutation – The art of manipulating living flesh


Abjuration (d2+)
Abjurations are protective spells. They create physical or magical barriers, negate magical abilities, harm trespassers, or even banish supernatural creatures back to their home plane of existence. If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.

Personal Barrier (d2): You create a personal magical barrier that will absorb damage. All magical barriers are an Average difficulty to activate and last for one scene if not dispelled sooner. A barrier can be erected in a space or on a target. Once cast, the barrier remains static but will move with targets. The barrier strength lowers 1 step every time the barrier is activated regardless of how much damage is absorbed.

Magical Barrier (d4): You can create a magic barrier that covers up to 4 adjacent squares. For each step above d4 you have, the area the barrier cover doubles. Any creature that passes through the barrier, including natural attacks, suffers the trait die in damage.

Ward (d6): As magical barrier, but you can choose to have your barrier only affect one type of creature. Doing so allows the barrier to remain active for a number of hours equal to your activation roll.

Negate Magic (d8): By holding an action to use Abjuration when another creature attempts to use magic, you can attempt to negate their spell by beating their activation roll. In addition, you can target a creature to suppress a single supernatural ability. The creature typically resists with the activation roll of the corresponding ability. If you beat the creatures roll, its ability remains inactive for a number of rounds equal to the difference in the rolls.

Banish (d10): You can banish a supernatural creature from another plane. The difficulty to do so is determined by the GM.


Divination (d2+)
Divination magic allows you to locate objects, see into the past, learn secrets that are otherwise kept from you, or even discern the truth of things that are not as they appear to be. When relevant, Divination effects typically form as a 90 degree cone but you can move them to examine different areas. Divination spells can be dispelled like any other spell and a creature can notice the effects of Divination magic with a Perception roll. Different natural and supernatural effects can block Divination magic, such as lead shielding and warding.

Object Location (d2): You can locate objects by activating this spell and objects typically require an Average activation roll. The range of this spell begins at half a mile but doubles for every Trait die above d2 you gain.

Disillusion (d4): You can target illusions with this spell and dispel them. The difficulty is typically the activation roll of the ongoing illusion. Range?

Scrying (d6): This spell creates a magical sensor which can be used to perceive an area up to Range? away as if you were standing there. The sensor benefits from magical effects augmenting you but not magical effects that are granted because of your physical proximity. The sensor has the same perceptive ability as you do but can send back sensory information your character does not have access to, such as sending back visual information if you’re blinded.

Postcognition (d8): When you stand at a location, you can look into the past and see it unfold as if you were standing in your current location when the events happened. The difficulty to see into the past, along with how far back you can see and the clarity of those visions, is determined by the GM.

Precognition (d10): You can catch brief glimpses into the future. The difficulty, along with the time and clarity of these visions, is determined by the GM.


Enchantment (d2+)
You are specialized in bewitching the minds of others and enrapturing them with your every whim.
The enchantment lasts for the duration of the scene but can be just about anything you think of provided it doesn’t directly harm the target. Dangerous enchantments give the target a +1 Step Skill bonus to resist. Blatantly lethal enchantment give the target a +2 Step Skill bonus to resist. Enchantments are typically opposed by the targets Willpower + Discipline with varying specialties depending on the situation (and the GM).

Targeting: Once you achieve a d6 in this school, your character gains the ability to target multiple foes provided they’re all within 30 feet. You also suffer a -1 penalty to your trait die for each additional target after the first.

Extended Duration: You can also take a -1 Step penalty to lengthen the duration of your enchantment. The duration increases in steps as follows: Scene – Day – Week – Month – Year – Indefinite

Valid Targets: Upon achieving d6 in this school, and every d2 thereafter, you can pick an additional type of creature to effect. Examples include a species of animal, one type of supernatural creature, one species of vermin, and so on.


Evocation (d2+)
You are talented and wielding the elements of nature. Your character is capable of summoning any element into existence. Attacks with elements are made using Alertness + Evocation and deal additional damage equal to the Trait die.

Targeting: A basic Evocation spell effects only a single square and targets in that square are allowed a defense against the spell (unless they’re caught by surprise). For each additional step increase above d2, you can double the number of squares you normally effect by taking a -1 step penalty. For example, if you had a d4 in Evocation you could use a spell that effects 2 squares but you’d only roll a d2 to zap them. Likewise, a character with a d10 in Evocation could choose to fry 4 squares but would only roll a d6 to do so.


Healing (d2+)
You are a gifted healer capable of mending the wounds and curing the ailments of the weary. Your character makes an Attribute + Healing check. Healing another target requires touching them and typically takes up your entire action for the turn (except movement).

Healing Wounds: The difficulty depends on the number of Wound points the target is suffering from, see Table 6.5 on pg 95 of the Supernatural Core book for difficulties. If your result is greater than the difficulty, your character heals a number of Wound Points equal to the difference. If the roll is successful, roll your trait die and heal an additional number of Wound points equal to the result. A successful application of Healing also heals a number of Stun points equal to the number of Wound points healed.

Cure Ailment: At d6 (and every additional step up to d12), your character becomes capable of using Healing magic to cure another form of ailment. If you chose to heal another type of ailment, you cannot heal the target for Life Points. Select from the following list: Disease, Poison, Exhaustion, Crippling. To cure an ailment, roll Attribute + Healing with a difficulty determined by the GM. Typically this is the difficulty is the same as the target’s difficulty to overcome the ailment.

Healing Multiple Allies: Once your character has a d6 in Healing, he becomes capable of healing multiple targets provided you’re in physical contact with them. For each additional target you want to heal, you take a -1 Step penalty to your Healing rating and apply the roll individually to all targets.


Illusion (d2+)
You are talented at weaving illusions that prey on the minds of others. Your character can weave an illusion on any sentient, living humanoid within 30 feet. The illusion lasts for the duration of the scene but can be just about anything you think of provided it doesn’t directly harm the target. Dangerous illusions give the target a +1 Step Skill bonus to resist. Blatantly lethal illusions give the target a +2 Step Skill bonus to resist. Illusions are typically opposed by the targets Willpower + Discipline with varying specialties depending on the situation (and the GM).

Targeting: Once you achieve a d6 in this school, your character gains the ability to target multiple foes provided they’re all within 30 feet. You also suffer a -1 penalty to your trait die for each additional target after the first.

Extended Duration: You can also take a -1 Step penalty to lengthen the duration of your illusion. The duration increases in steps as follows: Scene – Day – Week – Month – Year – Indefinite

Valid Targets: Upon achieving d6 in this school, and every d2 thereafter, you can pick an additional type of creature to effect. Examples include a species of animal, one type of supernatural creature, one species of vermin, and so on.


Transmutation (d2+)
Transmutation magic is the art of manipulating living flesh to take on other forms. Transmutations last for a scene before reverting on their own.

Competency: At d2, you can transmute cosmetic features such as changing someone’s hair color or eye color. At d4, you can give a target a minor mundane feature such as claws. At d6, you become capable of granting major features or even changing shape entirely. As a rule of thumb, you cannot transmute a feature with a higher Asset (or Complication) cost than your proficiency in this school. For example, if you have a d4 in this school you could grant up to a d4 Asset or 2 Attribute Step increases to one or two Attributes. For every step above d2, you can transform into something that weighs twice as much or twice as less as you. For example, a character with a d8 could transform into something 16 times heavier than himself. Multiple applications of this Asset from different sources cannot affect the same trait.

Extended Duration: If you want a transmutation to last longer, you can choose to take a step penalty to your trait die. For each step penalty taken, you increase the duration by one step as follows: Scene – Day – Week – Month – Year – Indefinite

Transmuting Others: You can attempt to transmute another, but doing so causes you to suffer a -1 Step penalty to your Trait die. You have to make physical contact with them, so they can try to avoid it if they don’t want to be transmuted. Further, if you do manage to surprise someone with this spell, they can stop the process by beating your roll on a Willpower + Discipline.



Magic

Reawakening of the Black Company Jonathonathon