Magic Keywords: Difference between revisions

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;NULL:The Null keyword is a way of nullifying magic. If a Cinder roll with Null meets or exceeds the number of passes on the Cinder roll it is opposing, the magic fizzles out and is ineffective. The amount of passes above the target number is the amount of posts the target's Cinder pool can be blocked, no more.
;NULL:The Null keyword is a way of nullifying magic. If a Cinder roll with Null meets or exceeds the number of passes on the Cinder roll it is opposing, the magic fizzles out and is ineffective. The amount of passes above the target number is the amount of posts the target's Cinder pool can be blocked, no more.
;POISON/VENOM:When Poison/Venom is used on another character, they can choose to roll an opposing Strike roll to resist the effect of the keyword. The resisting Strike roll must meet or exceed the number of Passes from the successful Cinder roll of the keyword.
;POISON/VENOM:When Poison/Venom is used on another character, they can choose to roll an opposing Strike roll to resist the effect of the keyword. The resisting Strike roll must meet or exceed the number of Passes from the successful Cinder roll of the keyword.
;SHIELDING:The Shielding keyword can be used as a defensive keyword versus attacks. Shielding can block an attack if the Cinder roll meets or exceed the number of passes on the opposing attack roll.
;SHIELDING:The Shielding keyword can be used versus attacks. Shielding can block an attack if the Cinder roll meets or exceed the number of passes on the opposing attack roll.
;VAMPIRISM:Ironically, unlike the Undying's Grounding ability, this is something akin to the popular definition of vampirism. It is sucking the vitality out of something. Creature, object, situation. The mechanic is quite simple, in that this vitality transfers itself to the user, although it can also be stored in a separate vessel.
;VAMPIRISM:Ironically, unlike the Undying's Grounding ability, this is something akin to the popular definition of vampirism. It is sucking the vitality out of something. Creature, object, situation. The mechanic is quite simple, in that this vitality transfers itself to the user, although it can also be stored in a separate vessel.
;HEALING:On using Healing magic for Luck: On a Complete Success, the healer restores +1 Luck to themselves or another. On an Extraordinary Success, the healer restores +2 Luck to themselves or another. A character cannot restore Luck above the maximum for any character.
;HEALING:On using Healing magic for Luck: On a Complete Success, the healer restores +1 Luck to themselves or another. On an Extraordinary Success, the healer restores +2 Luck to themselves or another. A character cannot restore Luck above the maximum for any character.

Latest revision as of 13:20, 28 May 2024

Here are the meat and potatoes of the Keyword system. Below are Universal and Magic Keywords. As noted before, characters are not aware of their keywords and you're welcome to try out anything that seems reasonable within the keyword. As we go through play, it's likely we'll be updating and adjusting these keywords. If one keyword is absorbed into another, you're free to assume your character now possesses the one it was absorbed into.

Portfolios
The keywords are organized into portfolios for the Arcanists Path. Most other Paths are able to ignore these categories, except Undying who can only take Magic Keywords from specific Portfolios.

A portfolio is the term for a group of keywords that adhere to a certain theme. Like 'keyword', the term 'portfolio' is purely in the meta. Arcanists don't know they're falling into a certain portfolio. What they know is that they have a preference or affinity for studying and practicing a certain school of magic. The name of each portfolio is meant to evoke a certain feeling about the kind of magic contained therein, while the subtitle gives a more concrete idea.

Magic Keywords[edit | edit source]

Elemental Power
Fire
Water
Earth
Air
Metal
Electricity
Radiation
Plants
Storm
Fey Mind
Illusion
Empathy
Sound/Song
Animal Handling
Mimicry
Fortune*
Charm
Tongues
Hypnosis*
Disorder
Air
Animate
Eldritch Body
Acid
Elasticity
Growth/reduce
Lesser shapeshifting*
Mutation
Null*
Poison/Venom*
Psychometry
Shielding*
Transmission
Vampirism*
Water
Empyrean Light
Light
Healing*
Flying
Divination
Prescience
Empathy
Dreams
True sight
Astral Manipulation
Abidance*
Fire
Cthonic Dark
Shadow
Necromancy
Flying
Divination
Prescience
Empathy
Nightmares
Void
Null*
Entropy
Earth

Keyword Notes[edit | edit source]

HYPNOSIS
With this keyword a character may give a command or a suggestion to another. The target of Hypnosis has the opportunity to resist the roll. Read more about the rules around rolling for this in the Mind Affecting Magic section. If they fail, they will be compelled to carry out the order while seeing nothing wrong with it. Anything that goes completely against their personal ideals may be ignored. If this ability is used on another PC, communication is critical. Hypnosis fades at the next sunrise.
LESSER SHAPESHIFTING
You are able to transform into a small to medium-size animal. You are the average size of that animal and although you may retain some innate magical abilities, you are otherwise unremarkable. Unlike the shifters, who are given the complete package of instinct when it comes to assuming their other forms, you must manually learn how to function in whatever form you assume.
NULL
The Null keyword is a way of nullifying magic. If a Cinder roll with Null meets or exceeds the number of passes on the Cinder roll it is opposing, the magic fizzles out and is ineffective. The amount of passes above the target number is the amount of posts the target's Cinder pool can be blocked, no more.
POISON/VENOM
When Poison/Venom is used on another character, they can choose to roll an opposing Strike roll to resist the effect of the keyword. The resisting Strike roll must meet or exceed the number of Passes from the successful Cinder roll of the keyword.
SHIELDING
The Shielding keyword can be used versus attacks. Shielding can block an attack if the Cinder roll meets or exceed the number of passes on the opposing attack roll.
VAMPIRISM
Ironically, unlike the Undying's Grounding ability, this is something akin to the popular definition of vampirism. It is sucking the vitality out of something. Creature, object, situation. The mechanic is quite simple, in that this vitality transfers itself to the user, although it can also be stored in a separate vessel.
HEALING
On using Healing magic for Luck: On a Complete Success, the healer restores +1 Luck to themselves or another. On an Extraordinary Success, the healer restores +2 Luck to themselves or another. A character cannot restore Luck above the maximum for any character.
ABIDANCE
Abidance is a sense of structure and order, in whatever way that may mean.
FORTUNE
After a successful hit with Strike or Cinder, a character with Fortune can do an additional Cinder roll to "steal" a Luck point from their opponent This will either add to their Luck (if their opponent missed) or keep their Luck stable (if their opponent hit).
MIND-AFFECTING KEYWORDS
Hypnosis, Prey Paralysis, Charm, Empathy, and other keywords that could affect the mind. These types of Keywords have a unique set of mechanical rules around their use, most notable being the chance for the target to roll a contested roll to resist the effect.

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