Blood and Chaos Magic*

Nov 12, 2020 6:07 pm
* This is an option I am considering for use ... if you have an idea you might want to use it, then please take a look.

BLOOD MAGIC

Exceptional Ability: Blood Magic (2 Points)

Blood Magic must be bought at character creation.

Blood Magicians can follow any style of magic but unlike traditional Magicians their mind, body, and spirt are as one – when casting spells, taking mental or physical damage, or boosting results they can spend Willpower or Endurance interchangeably, however Endurance expended this way cannot be regained through medical treatment and will only return though prolonged rest and natural healing.

CHAOS MAGIC

Exceptional Ability: Chaos Magic (2 Points)

Chaos Magic must be bought at character creation.

The Path of Chaos is not so much a school of magic as the philosophy that with enough belief behind their spells the will of the practitioner can affect the world around them, which makes them an anathema to traditional magicians.

Chaos magicians create idiosyncratic magic systems based on their own objective truths, shamelessly borrowing from other magical traditions, religions, pop culture, and anything else that the individual concerned can draw power from – the only common factor to Chaos magic is that there are none. This approach to magic involves telling the universe what it will do - it is not as simple as just asking or hoping for it to do something for you.

Chaos Magicians can follow any style of magic, however they do not use Lore as the basis to cast their spells but instead rely on Conviction for all magic related tests – they may not mix and match between Lore and conviction.

On advancement a Chaos Magician can choose to buy Magic based traits from any other style of Magic but at double the standard cost and requiring twice the willpower to use them for a minimum of one Will for abilities that are normally without a cost – this can be reduced by one point on a Critical Success still with a minimum of one point.

At the core of Chaos Magic is self-belief – should a double one be rolled during spell casting then a critical fumble will occur for which Willpower cannot be used to undo, and the outcome of which is decided by the GM.

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