Magic

Restricted to humans. ’s an inborn talent, and is generally accepted to run in bloodlines, although it does pop up in non-mage bloodlines. Most often in kids born temporally and physically near a big magic brouhaha. Make of that what you will. Manifests in the early teens, usually.

Defining features of the system are:

(a) Elemental affiliations; you get exactly one, but it can be nearly anything under the sun: light, rain, water, earth, alcohol, heat, trees, squirrels, explosions. Blankets. Affiliations usually match up fairly well with youthful fascinations, dreams, and beliefs.

(b) Will based; it’s a matter of focus, not of spell memorization. So long as you can convince me it belongs in your Affiliation, you can give it a go.

(c) Cost is mostly in the form of giving everyone in the vicinity the screaming heebiejeebies while magic is actively being cast. It’s disorienting and unpleasant, although probably isn’t going to drive anyone around the bend.

(d) No standing enchantments. While a spell may have persistent mundane effects(summoned items doesn’t vanish when you’re done, largely), magic itself ends when the mage stops casting.

Mechanicswise, I’m stealing the Stunt Based system from the manual, since it matches the system I already have most closely – just replace pyromancy with (whatever)-mancy.

Casting has the automatic effect, regardless of success or failure, of inflicting ‘clipped’ status on everyone in the same area as the caster(including the caster themselves) due to the disorienting effects of magic use.

Casting when you’re out of stunts is possible, but it’s at -1 difficulty for every stunt you go over the limit, and failing the stunt generates feedback damage, as noted in the Improvisational Magic system.

Stunts replenish when the mage rests and mentally recuperates.

Magic

Wilder's Universe EricaMZDM