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The Forces Arcana

Arcana description TBD

Example Knacks: Heat, Light, Sound, Velocity, Momentum, Kinetic Energy, Fire, Electricity, Radiation, Gravity

Spell Components

Level 1:

Cost Spell Potential Effect
Free Detect Force:
Detect the source, shape, and sizes of a force
Glance Control Force:
Manipulate the shape and movement of a force.

Level 2:

Cost Spell Potential Effect
Glance Discover with Force:
Utilize a force to uncover knowledge.
Examples: echolocation, heat-vision,  tune-in to radio-waves, read electronic data, etc
Glance Alter Energy:
Adjust the basic traits of an energy without changing its core identify.
Examples: alter data, transmissions, flammability, magnetism, etc
Hit Create Force:
Create a force from nothing.

Level 3:

Cost Spell Potential Effect
Glance 1 Enhance/Diminish Energy:
Strengthen or diminish the intensity of a type of energy.
Hit Absorb Energy:
Store energy inside your own body, absorbing an amount of spell potential worth of energy equal to your total Forces level.
Storing additional energy deals 3 bashing to you for each additional spell potential stored.
You can dispense stored energy with an action for an amount up to your Forces level.

Level 4:

Cost Spell Potential Effect
Hit Lesser Transform:
Transform energy into another of the same size.
A mage must spend 1 Mana per form (original and transformed) which they lack a Knack in.
1 Glance & 1 Hit 2 Lesser Change Weather:
Alter the non-disastrous weather above a target to include or be shaped by a particular type of energy.
The sky within visible range (ignoring nearby obstructions) alters to the specified weather.

Level 5:

Cost Spell Potential Effect
1 Glance & 1 Hit 2 Greater Transform:
Transform energy into another of any size (based on area).
A mage must spend 1 Mana per form (original and transformed) which they lack a Knack in.
1 Glance & 1 Hit 1 Destroy Forces:
Completely nullify a force
2 Hits 5 Greater Change Weather:
Alter the weather above a target to include or be shaped by a particular type of energy.
The sky within visible range (ignoring nearby obstructions) alters to the specified weather.
You may create or alter disastrous weather effects with the energy, including thunder storms, hail, tornadoes, and strong gale force winds.
Cost 1 Mana

 

Force Splices

The Elemental; The Storm Rods;

Those who routinely use Forces magic find the forces of the world warping around them, sticking to them, and eventually manifesting themselves out of the mage’s own body.

Tier 1 Splices: A light, non-threatening manifestation of the arcana forms over the some of the caster’s skin.

Tier 2 Splices: The splice is now obvious to anyone unless effort is taken to hide. It also attracts close forces of the same kind towards the caster; a light pull that is easy to avoid, but one that might be enough to disrupt certain activities, depending on the force. The body part affected by the splice is immune to harmful effects of similar forces of equal or weaker strength.

When active, the splice increases in volatility and strength, blazing outwards a few feet. It is then strong enough to harm the caster’s clothing, but it may also be used as a weapon dealing low damage : 1 | 3.

Tier 3 Splices: The splice takes extraneous effort to keep under wraps, randomly flaring outwards at times and manifesting as part of the body in small patches. It still attracts similar forces towards it from a Nearby range, but still with a only a light pull.

Once activated, the splice intensely pulls all similar forces towards itself. At the same time, it flares to life and lashes out randomly, generally tearing apart non-resistant cover. It attacks random targets (living and nonliving) within a Nearby range every few seconds dealing 1|3 base damage and with additional spell potential of 3 towards damage or strength.

Tier 4 Splices: What was once a coating now replaces the body, although the original function of the body part remains. The new replacement is at least partially permeable and has the same weaknesses and resistances the force itself would have. Even when static it lightly pulls at any forces within sensory range and can be used to deal 2|5 damage against targets that touch it (if applicable).

Once active, the splice attracts all similar forces like a lightning rod, dragging them towards it and disrupting whatever course they initially had. It lashes out at anything nearby or far away every turn, as though with a base damage of 2 |5 and additional spell potential of 5 towards damage or strength.