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This is a type of Divine Magic.

This document describes an "ambient" magic system tied into the natural forces of the world (referred to as Anima). The stronger the Anima of an area, the faster a user of Naturalism can absorb energies with which to work magic. The greater the concentration of nature in an area the higher the REC rating associated with it (for these purposes consider a roughly 30” radius on average as a good-sized “area”). The Naturalism REC associated with any given area is determined by the GM, but a guideline follows.

In woodlands and other verdant natural areas with abundant life the Anima will have around a 25 REC or higher, while places with a true dearth of nature such as a bustling urbanized city, deep underground, or a barren desert have 3 REC or less. Most places are in between these extremes. A few places on the planet such as unnatural wastelands created by twisted magic may lack any Anima outright and thus have 0 REC, but these areas should be very rare; Anima is a primal force and is difficult to suppress for long.

A user of Naturalism can store Anima within himself but can only recover these energies at a rate no greater than the ambient Anima REC of the area he is currently in. This is defined as a -1/4 Limitation on the REC of an END Reserve as shown in the following example:

Naturalism END Reserve: 50, 10 REC. REC Limited by Anima Ambiance (-1/4)

The example END Reserve would allow a Naturalist to store up to 50 END, and recover 10 points of END to his END Reserve each TURN in any area with REC 10 or higher, but only recover 5 points in an area with REC 5, and so forth.

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Spells

Naturalism Spells are exclusively bought as part of an Elemental Control. There are two kinds of spells used in this magic system, Compacts and Rites.

  • Compacts: any spell designed to be cast by an individual Naturalist.
  • Rites any spell designed to be cast by a group of Naturalists working together, often on significant days such as solstices
    • Rite effects tend to be exceptionally powerful.

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Rites

Rites must have the Ritual Limitation applied to them; and typically (but not always) also have Extra Time and even Window of Opportunity (1 season), and often require an OIF; Immobile Focus defined as a Stone Circle or Standing Stone.

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Must Cost END

All spells, both Compacts and Rites, must cost END and all END must come from a Naturalism END Reserve.

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RSR

All spells must require an EGO Based Nature Lore Power Skill Roll to be cast.

Nature Lore
RC APName Effect Leveled Edition
3 3Nature LorePower Skill (EGO)N/A5e


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Standing Stones

Standing Stones are specially engraved obelisks made of granite or other stone that are consecrated by a special Rite which simply performs a Minor Transform: Normal Stone into a Standing Stone; as a side benefit Standing Stones always boost the Natural Magic recovery of an area by +10 per Standing Stone.

Example Standing Stone
RC APName Effect Leveled Edition
- -Standing StoneChange Environment 32" Radius (+1 1/4), IPE: Invisible to Sight, Invisible to Hearing (+3/4), +10 Naturalism END Reserve REC (+10 pts)N/A5e


Some cultures use variations on the Standing Stone concept such as "The Great Oaks" or any other variation the GM prefers, but the end result is mechanically the same.

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Sample Naturalist Package Deal

Sample Naturalist Package Deal
RC APName Effect Leveled Edition
3 3Nature LoreNature Lore Power Skill (EGO)N/A5e/6e
8 8Mastery+4 to Nature LoreN/A5e/6e
15 17Anima ReserveNatural Magic END Reserve (70 END, 10 REC; Limited by Natural Magic Ambiance (-1/4))N/A5e/6e
35 35NaturalismNaturalism EC (70 point powers)N/A5e
9 701) Healing Womb of HandsHealing 6 1/2d6 (max. Healed Points: 39) (Can Heal Limbs) (70 Active Points); Extra Time 1 Turn (Post-Segment 12) (-1 1/4), Character May Take No Other Actions (-1/4), Concentration 0 DCV (-1/2), Others Only (-1/2), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 7 ENDN/A5e
18 1002) Bramble and VineChange Environment 16" radius, -2 Climbing, -2 DEX, -2" Leaping, -4 PER Roll: Sight Group, -6" Running, -6" Swinging, Long-Lasting: 1 Hour (100 Active Points); Only in a Forest, Woodland, Jungle, etc (-1 1/2), Extra Time Extra Phase, Only to Activate Constant or Persistent Power (-1/2), Concentration 1/2 DCV (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) 10 ENDN/A5e
12 713) Strength of Oak **Strong as Oak: +15 STR, Reduced Endurance 0 END (+1/2) (22 Active Points); No Figured Characteristics (-1/2), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Concentration 1/2 DCV (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), Linked to Tough as Oak (-1/2), Greater Power is Constant or in use most or all of the time (+1/4) (Real Cost: 8)
**Tough as Oak: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Ablative BODY or STUN (-1), Increased Endurance Cost 4x END (-1 1/2), Only In Certain Circumstances: Uncommon (+1), Extra Time Full Phase, Only to Activate Constant or Persistent Power (-1/4), Delayed Phase (-1/4), Visible (-1/4), Concentration 1/2 DCV (-1/4), Costs Endurance Only Costs END to Activate (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) (Real Cost: 9)
N/A5e
65 Total Package Cost
Optional Rites
39 299 4) Ban of all Paths Change Environment 1" radius, -10 Running, -4" Leaping, -6" Swinging, Long-Lasting: 1 Month, Personal Immunity (+1/4), Selective Target (+1/2), Conforming (+1/2; Conforms to the edges of a natural feature, particularly the edge of a woodland.), Megascale (1" = 100 km; +3/4), Can Be Scaled Down: 1" = 1km (+1/4) (299 Active Points); Extra Time 20 Minutes, Only to Activate Constant or Persistent Power (-1 1/4), Character May Take No Other Actions (-1/4), OIF Immobile Durable (Focus (Standing Stone); -1 1/2), Gradual Effect 20 Minutes (-1), Ritual (5-8) (-3/4), No Range (-1/2), Concentration 1/2 DCV (-1/4), Requires A Skill Roll And A Skill Roll (No Active Point penalty to Skill Roll -1/4) 30 ENDN/A5e
36 300 5) Call of the Wild Summon 65,536 200-point Fantasy Woodland Creatures, Requires A Skill Roll (No Active Point penalty to Skill Roll Nature Lore; +0), Expanded Class of Beings Limited Group (Fantasy Woodland Creatures; +1/2), Slavishly Devoted (+1) (300 Active Points); Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Ritual (9-16 casters; -1), Concentration, throughout (1/2 DCV; -1/2), Incantations (throughout; -1/2), Summoned Being Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2) 30 ENDN/A5e
28 315 6) Reading the Omens Precognitive, Retrocognitive Clairsentience (Sight And Hearing Groups), +20 to PER Roll, Discriminatory, Mobile Perception Point (can move up to 1,536" per Phase), Costs END Only To Activate (+1/4), Increased Maximum Range (546,875"; +1) (315 Active Points); Window Of Opportunity (once per Season; window remains open for 1 Hour; -3 1/2), Extra Time (1 Hour, Character May Take No Other Actions, -3 1/4), Ritual (65-128 casters; -1 3/4), Concentration, throughout (1/2 DCV; -1/2) 28 ENDN/A5e


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