Magical Domains

There are four Magical Archetypes (Physical, Mind, Nature, and Energy), and each contains three Magical Domains; for a total of 12 Magical Domains.

* **Physical**: Assassin, Beastmaster, and Warrior
* **Mind**: Diplomancer, Psychic, and Seer
* **Nature**: Druid, Gaian, and Hydromancer
* **Energy**: Psion, Sorcerer, and Warper

Every time a Character levels up, they can take a rank in a new Magical Domain. Each Magical Domain offers different advantages.

* Assassin - Excels at shadow magic, stealth, distractions, awareness, and disabling moves.
* Beastmaster - Improved physical and perceptive traits, gains animal-like talents and feats, and coordinates with animals.
* Diplomancer - Excels at social charm, manipulation, influence, politics, bureaucracy, and combat leadership.
* Druid - Channels nature magic, often with rapid results for construction, traps, or environment manipulation.
* Gaian - Channels earth magic to rapidly alter terrain, or craft with stone and metal.
* Hydromancer - Channels water magic for large-scale effects and spells that specialize in influencing one's body.
* Psion - Uses psychokinetic abilities to interact with items and generate useful force fields in the environment.
* Psychic - Uses telepathy and limited domination abilities to gain an edge in social and combat situations.
* Seer - Excels at knowledge, intelligence, and divining information that is difficult to acquire.
* Sorcerer - Channel fire and electric magic, primarily augmenting their combat abilities.
* Warper - Use dimensional magic to conjure dimensional pockets and portals, useful for utility and in combat.
* Warrior - Masters of athleticism and supernatural feats, capable of bringing allies with them.

## Assassin

Assassins are also known as Shadow Warriors. They excel at shadow magic, stealth, distractions, awareness, and disabling moves.

###### Rank 1:

* Silence: Acquire a sound dampening aura. Adds a -{Level} penalty to hearing you, and a -{Level / 2} penalty to hearing any of your indirect noises (such as a window breaking). Only applies to sounds you want suppressed.
* Distract [1 Mana]: Conjures a desired sound (or a combination of sounds) at a chosen destination within extreme range.

###### Rank 2:

* Invisible Step [Free or 1 Mana]: You are invisible for a full round as long as you don't take any actions other than maneuvers. First use each scene is free.
* Dark Aura: Gain a dark shroud that bends light away from you, even while moving. -{Level / 2} penalty to spot you in shadows or dark areas. Can toggle on or off at will.

###### Rank 3:

* Rapid Pick [1 Mana]: You can instantly open a locked or barred item that you could infiltrate normally. You must pass a skill test as though you spent {Level x 5} minutes on the task using the correct tools.
* New Clothes: Any time you equip new clothing or equipment, it will adjust in size to accomodate your size and build.
* Clothing Swap: You can touch an unconscious or incapacitated target to instantly swap your clothing with theirs.

###### Rank 4:

* Group Stealth [1 Mana]: Extend a group stealth aura for up to {Level} companions. As long as they remain within short range and only use maneuvers, you can make all stealth rolls for the entire group. Your stealth powers and effects are also extended. This effect lasts until the group is detected or takes any non-stealth action.

###### Rank 5:

* Critical Hit [Free or 1 Mana]: Upgrade normal damage into critical damage. First use each scene is free. Is also free against targets that cannot defend themselves or are unaware of the attack.
* Ragdoll [1 Mana]: Target loses all limb control. Their momentum is maintained, rag-dolling them in whatever direction they were moving. Reduce cost by 1 mana if behind them or touching them.

###### Rank 6:

* Memory Lapse [1 Mana]: Everyone will forget about you for {Level / 4} full rounds as though you don't exist, never did, and are currently invisible. The memories return when the effect ends. The effect ends if you attempt to take actions against anyone.

###### Rank 7:

* Disguise [Free or 2 Mana]: Can instantly disguise yourself as though having spent an hour with a disguise kit. Can also swap clothing you have available in your inventory. First use each scene is free.
* Mimic Voice: You can perfectly mimic anyone's voice that you've heard.

###### Rank 8:

* Conjure Darkness [1 Mana]: Fills an area up to {Level} meters in diameter with pitch-black darkness. You can see through it normally.

## Beastmaster

Beastmasters excel at shapeshifting, adapting new traits, and working with animals and companions.

###### Rank 1:

* Skin, Alter [1 Mana]: You can alter your skin to match any naturally occurring light skin, hide, fur, light scales, etc. You can optionally include cosmetics such as tattoos, scars, or other physical abnormalities. Camouflage is allowed. Can return your skin to normal for free.
* Darkvision: You can "see" in pitch black environments. Specific colors may be difficult to discern (since it's not true vision).
* Track: Your tracking intuition and sensory comprehension are increased, granting +{Level / 2} to all tracking tests.

###### Rank 2:

* Pixie Companion: A pixie companion joins you. It is highly intelligent, can scout, provide lighting, alert you of danger, etc. If killed, it will respawn at it's mother tree and rejoin you within a few days.
* Animal Kin: Creatures' calmness, attentiveness, and affinity toward you shifts by {Level x 5} on a scale of 100. This power does not affect monsters.
* Animal Communication: Communicate with creatures as though they understand the language that a {Level} year old would. Taming and training is {Level x 2} times faster than normal.

###### Rank 3:

* Tough Skin: Your "Alter Skin" power can now use heavy skins, such as hides and scales. This can apply Soak [2] and stacks with armor.
* Mount: A mount companion joins you. The mount gains +{Level / 3} to all physical skill tests while you're riding it. You gain +{Level / 4} to all riding tests on the mount.

###### Rank 4:

* Shapeshift [Free or 1 Mana]: You can transform into an animal type you've completed a ritual for. The ritual requires a living animal to mimic. The animal's body mass cannot exceed {Level x 10}% larger than yours. A transformation finishes by the end of the round. Free to activate once per scene. Transforming back to yourself is always free.
* Enhanced Perceptions: You acquire the advantages of multiple animalistic perceptions, granting +{Level / 3} to all vision, hearing, and scent-based perception tests.

###### Rank 5:

* Swarm [2 Mana]: Summons a swarm of small animals to attack and distract your enemies. Opponents within {Level / 4} range bands of you take -1 unsoakable damage each round, and suffer -1 penalty to physical actions. Swarm may take time to arrive depending on how many are available in the area. Lasts for a scene. Can dismiss at will.

###### Rank 6:

* Beast: Your "Shapeshift" ability can allow transformations that combined the characteristics of two animals into a hybrid "Beast" form. Creating a beast form requires a ritual with two animals (and GM discretion on results).

###### Rank 7:

* Familiar: You can telepathically synchronize with to {Level / 5} animals up to extreme range, designating them as 'familiars.'

###### Rank 8:

* Regeneration: All forms of natural healing are reduced by one week, to a minimum of one long scene. You can recover from any wound or illness, no matter how severe, as long as you are alive; e.g. lost limbs, organ damage, poison, etc.

## Diplomancer

Diplomancers, depending on how they act or present themselves, may also be known as Bureaumancers or Wordsmiths.

###### Rank 1:

* Favor [1 Mana]: When cast on a target, they will 'remember' that they owe you a small favor. Does not guarantee they will act on it, but reciprocation to some degree is usually a safe expectation. Cannot cast on the same target twice in one week.
* Perfect Etiquette: You always have perfect etiquette for the culture or environment you're in. You won't accidentally trigger any social taboos, or unintentionally offend anyone.

###### Rank 2:

* Test the Waters [Free or 1 Mana]: Identifies what everyone's reaction will be to a chosen social action: a performance, demand, haggling, inquiry, etc. Free to cast once per scene.
* Beautify: You can magically clean and beautify an environment {Level x25} times faster than normal as though you are an expert with janitorial work, organization, decoration, and interior design.
* Commanding Voice: You can enhance your voice to stretch across a large area up to extreme range (or shorter if preferred). The voice is be heard by everyone in range, but it is known who you intend to address.

###### Rank 3:

* Entourage: Whenever you are in a populated area (village, city, etc), roughly {Level / 2} locals will casually join your entourage without asking, and without anyone finding it unusual. They will tend to your needs, help you with local dealings, help you befriend important locals, offer a place to stay, etc.
* Speechcraft [1 Mana]: Can instantly prepare (and flawlessly memorize) a speech as though you had spent {Level} hours writing it. GM discretion on how much advantage to grant when giving the speech, based on circumstance.
* Control Attention [1 Mana]: Causes up to {Level} targets to mentally abandon their focus and attention from one thing in favor of something "roughly as interesting" (as directed by you). Must redirect to something meaningful or the power fails. Useful in combat or social situations.

###### Rank 4:

* Coordinate [1 Mana]: All party members and allied units feel a coordinated psychic effect, allowing the entire team to perfectly synchronize in a combined action this round. This effect also fortifies morale, generally ensuring the coordination occurs as intended unless there are obviously suicidal maneuvers.

###### Rank 5:

* Instruct [2 Mana]: The desired target will follow a telepathic instruction, even an absurd one, as long as the target has no meaningful reason to believe there are any significant risks in making it. This effect lasts for up to {Level} minutes. It will not work in combat and cannot affect mages or anyone with particularly powerful auras.
* Cease Fire: As long as your presence is visible, any enemy with an intent to harm your party will formally declare their intentions before attempting to do so as a sort of temporary cease fire. This prevents any form of ambush, except by monsters or animals, and grants an opportunity to negotiate. This effect ends if your party makes any obvious attempts to attack, flee, or affect the battlefield.

###### Rank 6:

* Affect Operations [1 Mana]: Give an instruction to any organization you manage in some way as though you are there in person. Works regardless of location.
* Sense Operations [1 Mana]: Ask any question about any organization you have a connection to and receive an intuitive answer of up to a few sentences. Works regardless of location. Limited to once per day.

###### Rank 7:

* Key Subordinate: A subordinate gains your knowledge and abilities in a given occupation or skill, allowing them to act more or less act on your behalf in that domain. Can affect {Level / 3} subordinates at a time. Must touch the target to grant this power, but may end it at any time.

## Druid

Druids are primarily known for their life and vegetation magic.

###### Rank 1:

* Brush Aside: Medium vegetation (vines, brush, small trees, etc) does not block your vision, and you can move through it without experiencing any resistance.
* Gaia's Breath: You can absorb organic matter to survive. A typical plant provides {Level} hours of oxygen, food, water, or sleep.
* Conjure Life [X Mana]: Conjure vegetation and food within {Level x 5} meters. Converts the area into lush, fertile land for farmland, gardens, jungles, etc. Any food summoned is purified, tasty, and has improved nutritional value. Dry climates or rocky areas may require extra effort and regular maintenance.

###### Rank 2:

* Camouflage [1 Mana]: Instantly camouflage yourself as part of a wildlife environment as though having spent an hour with a professional camouflage artist using exceptional materials. Can use this effect for free by concentrating on it for a short scene.
* Mask Scent: You can naturally mask your scent and those of your companions, making it impossible to locate your party by smell.
* Leave No Trace: The trail behind you and your companions is passively concealed, making your party impossible to track by standard tracking methods.

###### Rank 3:

* Vine Ladder [1 Mana]: Summons a ladder, rope, swing, or similar construct, expertly crafted with strong vines. The construct can be up to {Level x3} meter high when used on a surface, or {Level x2} meters long through the air. You can summon it attached to any location within it's maximum reach from your position.
* Vine Wall [1 Mana]: You can summon a wall of vines up to {Level + 4} meters wide and a few meters tall. It can be conjured in any shape, but not over an opposing aura. It costs a full movement action to pass through it. Brush Aside allows you to see through it and move through it without issue.
* Clear Vegetation: Magically clear brush, foliage, and other vegetation as though {Level x 10} skilled laborers are working on it. Can transform the cleared brush or foliage into fertile soil that mixes seamlessly into with the landscape.

###### Rank 4:

* Carpentry: Telekinetically build or modify wood structures as though a small team of craftsmen are working on it for {Level} weeks per hour of concentration. Supplies are naturally extracted from the surrounding trees and plant matter within long range, or they can be supplied manually.
* Thorns [2 Mana]: Magical vines and thorny plants encircle you as a magical armor, lashing out at any enemy that enters melee range. Attacks with 2d10+2 and deals 1 damage. The armor lasts until the encounter has ended. It can only be cast in areas where vegetation can survive.

###### Rank 5:

* Vine Trap [2 Mana]: Creates a magical vine trap up to {Level} meters wide (or equivalent in shape). Magical vines and thorny plants appear, lashing out at any enemies that encounter melee range with it. Attacks with 2d10+3 and deals 2 damage. Critical successes pin the target for a full round. The effect lasts until the encounter has ended. It can only be cast in areas where vegetation can survive.

###### Rank 6:

* Druid's Recovery: All forms of natural healing are reduced by one week, to a minimum of one day.

###### Rank 1:

* Omni-Tool [Free or 1 Mana]: You possess a mid-sized "Omni-Tool" that can be reshaped for 1 Mana (or free, once per scene). It must be made primarily of metal or stone, but can be supplemented with other common materials. The tool is considered part of your aura. It will dissipate if it is moved out of your aura, and can be pulled from your aura as a free action.
* Fire Immunity: You are immune to heat, fire, smoke, or fire-related effects.

###### Rank 2:

* Dig: You can telekinetically dig, tunnel, or move earth (soil, sand, loose rocks, etc) {Level x50} times faster than manual labor.
* Conjure Item [X Mana]: Transmute raw earth materials (soil, stone, metal, etc) within short range into a desired item as though they were properly forged and crafted for X days.

###### Rank 3:

* Conjure Wall of Earth [1 Mana]: Conjure a large, {Level x2} meter wall of earth, with a height of a few meters. This wall will crumble and dissipate after a scene.

###### Rank 4:

* Adjust Earth [1 Mana]: Rapidly raise or lower terrain to create a hills, ramps, trenches, etc that last a scene. The terrain can shift up to {Level / 2} meters. It can be surrounded by cliffs, but at least a quarter must be a walkable slope. Can affect a radius of {Level} meters. Targets affected receive their reaction during its transition.

###### Rank 5:

* Masonry [X Mana]: Telekinetically build or modify stone structures over a short scene as though a team of masons worked on it for X weeks. Stone and brick are naturally extracted from the surrounding terrain within long range, if available. Metal must be supplied. Up to {Level x2}% can be supplemented with common materials such as wood or thatch.

###### Rank 6:

* Shape Stone: Can telekinetically modify stone, brick, concrete, or other hardened minerals as though you're working with soft clay. This can be used for crafting, chiseling, tunneling, etc. A crawl-tunnel can be created through a meter of stone in {10 / Level} minutes.

###### Rank 7:

* Golem: Summons and maintains a {Level - 5} Earth Golem that follows your instructions. It can transport supplies, guard locations, etc. You can customize the Earth Golem's design and abilities within certain limits, assigned at GM discretion.

## Hydromancer

Hydromancers manipulate water, frost, ice, and cold.

###### Rank 1:

* Water Walk: You can walk, run, or otherwise move on top of water with the stability you expect on ground.
* Water Mobility: You move up to three times faster in water. All water-based athletics gain a +{Level / 4} bonus on skill tests.
* Water Breath: You can breathe in water.
* Hydroshift: You can conjure {Level} liters of water per round (within melee range), or evaporate up to {Level x 10} kilolitres (cubic meters) into mist.

###### Rank 2:

* Speed Sailing: Sailing long distances is roughly {Level x50}% faster. Your aura's presence naturally shapes and influences waves, water paths, etc to your benefit. However, it takes a scene for this effect to initiate; it cannot be used to rapidly navigate or accelerate ships, such as during naval combat.
* Cold Immunity: You can ignore the effects of cold, frost, freezing temperatures, hypothermia, and all other natural and magical cold effects.
* Body Cooling: Your body temperature is self-regulated to remain cool, dissipating excess heat. Eliminates heat-related penalties, such as in extreme heat and dry zones.
* Blood Regulation: Your blood flow is magically regulated, instantly stabilizing and suppressing bleeding. Your HP never depletes as a result of blood loss.

###### Rank 3:

* Hydrokinesis [1 Mana]: Can telekinetically move a large amount of water like a fast-moving flight-based creature. It affects up to {Level} kiloliters (1 kiloliter = 1 cubic meter of water). It can affect a source of water up to long range, or be conjured at melee range. The water can be moved up to {Level x2} meters.
* Ice Surface [1 Mana]: You can conjure a {Level} meter diameter of ice, snow, frost, etc. Anyone disrupted by an ice surface loses their maneuver each round.
* Ice Walk: You can safely walk, run, or otherwise move on top of ice or snow without instability.

###### Rank 4:

* Mist Form [1 Mana]: For one round, your body can contort, distort, and transform as a supernatural mist. Your Soak becomes [1, 2, 3], and any remaining damage is halved (rounded down, in your favor). You can pass through any opening that is wide enough for your index finger. This power can be activated in response to being damaged.

###### Rank 5:

* Fog Cloud: Create a large-scale cloud of fog that extends up to extreme range in all directions. Anyone within the fog cloud can only see within short range.
* See Through Fog: You ignore all visibility penalties created by fog, mist, steam, or any other form of dispersed water.

## Psion

Psions are also known as Pushers and Telekinetics. They are most well known for their telekinetic abilities. Telekinesis cannot affect objects influenced by aura (held items, people, etc). Except where stated to the contrary, telekinetic movement occurs at roughly 50 meters per round (10 meters per second, 36 km/h, 22 mph).

###### Rank 1:

* Telekinesis [Free or 1 Mana]: Telekinetically pull or push an object toward or away from themselves (centered at the hand's position). First use each scene is free.

###### Rank 2:

* Telekinesis II [1 Mana]: Telekinetically move an object freely in any direction. The effect lasts for a full round.
* Enhance Projectile [1 Mana]: Telekinetically controls a thrown weapon or projectile to enhance its speed, adjust its trajectory, and make bizarre trick shots. Grants at least +2 to a ranged attack, but this can be increased based on the situation or at GM discretion.

###### Rank 3:

* Psychokinesis [1 Mana]: Telekinetically interact with an object or the environment with the dexterity and precision of two hands. Can optionally move the object as well. The effect lasts for one round.
* Speed Zone [1 Mana]: Creates a lightly aura-colored zone up to {Level} meters in diameter. Anyone passing through it for the first time each round receives a free maneuver.

###### Rank 4:

* Jump Zone [1 Mana]: Creates a lightly aura-colored zone up to {Level} meters in diameter. While in it, one's ability to jump increases by a factor of ten. Users can land safely, even outside the zone, unless the jump zone is disabled before they land. Lasts for a scene.
* Air Dome [1 Mana]: Conjures a dome-shaped force field up to {Level} meters in diameter. The field gently knocks incoming projectiles off course, penalizing -2 to ranged attacks passing through it. Outgoing projectiles are not affected. Creatures and large items feel the dome's resistance, but can move through without issue. Lasts for a scene.

###### Rank 5:

* Move Target [1 Mana]: A living creature can be telekinetically pushed up to {Level} meters as a knockback effect in any direction; a slight degree of control is also possible.

###### Rank 6:

* Zone Mastery: Your Speed Zone and Jump Zone abilities will now only function for you and your allies, unless you intend otherwise. Other creatures will be unable to use them.
* Forcefield [1 Mana]: Creates a semi-transparent, solid forcefield that is stronger than steel. It can stabilize itself in the air and be designed in any shape up to {Level} meters in diameter; e.g. bridge, staircase, battlement, etc. It cannot crush or entrap a living creature when conjured. It will dissipate after a scene.

###### Rank 1:

* Telepathy: You can telepathically speak directly to someone's mind, rather than having to use words. This effect is silent, except to the recipient, who hears your natural voice or an approximation of it. This functions up to long range, as long as line of sight is available.
* Mental Resistance: Immune to mind powers, sensory manipulation, and mind-based illusions.

###### Rank 2:

* Mindlink: The "Telepathy" power now uses concepts instead of language. Recipients automatically interpret the meaning through their own language. This also grants much faster communication, allowing you to communicate {Level} times faster with the same amount of comprehension.
* Enhanced Telepathy: Your "Telepathy" power can now function at extreme range. Line of sight is no longer required if you know your target's location within roughly {Level x5} meters.

###### Rank 3:

* Multi-Telepathy: Your "Telepathy" power now allows you to communicate with up to {Level} targets within range. You no longer need to know their location to speak with them.
* Response: Your "Telepathy" power now allows others to telepathically respond, as long as you are "listening" to them. They will sense this ability, and when you are listening or not. This does not grant mind-reading; they choose what is being sent.

###### Rank 4:

* Read Thoughts [1 Mana]: Ask a yes or no question about information that could be extracted about a target's thoughts. The target must be within short range, and in line of sight. You will receive a confirmation-style answer similar (e.g. yes, no, sort of, etc), or no answer if it fails. The GM makes a relevant secret roll to determine success.

###### Rank 5:

* Mental Probe [1 Mana]: Functions similar to "Read Thoughts," but provides a useful short sentence; e.g. "at the inn," or "no less than a silver".
* Interrupt [1 Mana]: Interrupt a target's action immediately after they've declared it, but before any relevant skill tests have been made. You now act before the target. The target can change their actions based on yours, but receives a -2 penalty to all skill tests that do so.

###### Rank 6:

* Implant Thought: Implant a thought or belief into a target's mind as though most of their friends have spent several days regularly discussing it and/or trying to persuade them of it. More believable thoughts are easier to sway.
* Implant Suggestion: Implant a suggestion into a target's mind as though most of their friends have spent several days regularly encouraging that specific thing to occur. Suggestions that are easier to accommodate are more likely to see stronger action taken. Suggestions are unlikely to be followed if they conflict with the target's motivations.

###### Rank 7:

* Simple Command [1 Mana]: A target will perform a simple, single-round maneuver and action of your choosing. The target will not knowingly harm themselves, allies, or anything they care about as part of the command.

###### Rank 1:

* Osmosis: Can read through a book (or text) simply by having contact with it.
* Speed Reading: Read {Level x5} times faster and retain advanced comprehension.
* Sense Time: Can sense the exact time of day, and the exact amount of time that passed between two events.

###### Rank 2:

* Internal Library: Gain a perfect record (eidetic memory) of any text (book, letter, etc) immediately after reading it. Unlimited storage.
* Understand Languages: All written language is understood, including encrypted messages to some extent.
* Sense Position: Can sense true north, the direction you're facing, your relative speed, and your current elevation at all times.

###### Rank 3:

* Rapid Teach: Transfer any internal knowledge to a subject at {Level x5} times you could naturally teach.
* Communicate: Communicate freely with any subject, in any language, without miscommunications.
* Simulated Language: Experience written text as a mental simulation. It reveals the author's intentions and eliminates misinterpretations.
* Identify Illusions: You can identify illusions, as well as who is responsible for sourcing them if they are present and visible.

###### Rank 4:

* Cartography: Can roughly sense the terrain and features within a {Level x2} kilometer radius. This will also reveal major roads, buildings, and other places of interest.
* Divination [1 Mana]: Ask a yes or no question about something that can be researched within your "Cartography" range. You will receive a confirmation-style answer similar (e.g. yes, no, sort of, possibly, unknown, etc). The result granted is equivalent to having an intelligence network of {Level} trained spies that investigated the question for the last {Rank} days. The answer may be "unknown", but won't be inaccurate unless an investigation would have legitimately deceived an intelligence network.

###### Rank 5:

* Internal Map: Gain a perfect mapping of any location you visit. You essentially cannot get lost unless magical deception is involved.
* Find Person [1 Mana]: Reveals the direction and distance of a target if they are within your "Cartography" range. Must be holding something of theirs to use.
* Find Item [1 Mana]: Reveals the direction and distance of an item if it is within your "Cartography" range. Must have interacted with the item since acquiring this power.
* Detect Presence: Sense all life present within medium range, including direction, distance, and approximate size. Other identifiers are not provided. This detects hidden units, but does not reveal that they are hiding. This power is resisted by any user's aura if they possess stealth magic. Cannot be ambushed or flanked.

###### Rank 6:

* Multi-Mind: Can focus on two independent tasks simultaneously, such as reading a book and having a conversation or fighting and doing math equations in your head.
* Subconscious Research: You can do active research while sleeping, as though you were fully awake.
* Read Instantly [1 Mana]: Read up to 100,000 words (longer than most novels) per second for the next five seconds, using the Osmosis power.
* Instant Calculation [1 Mana]: You can instantly contemplate something as though you spent {Level} days researching the answers.

###### Rank 7:

* Improved Divination [2 Mana]: Your "Divination" power can provide short-sentence answers (a noun, adjective, and relevant determiner). For example, a response could be "an internal fire," "two weeks ago," or "six worn-down paintings."

## Sorcerer

Sorcerers are also known as Casters. Depending on how they act or present themselves, they may also be known as Fire Mages or Lightning Mages. Conjured fires will douse after a few rounds, they're sustained by magic even if fuel is available.

###### Rank 1:

* Lightning Strike [1 Mana]: Casts a ranged lightning attack up to extreme range. Attack is rolled as though it's made from short range. Ignores all soak.
* Electric Immunity: You can ignore the effects of shock damage, electric-based stuns, lightning, and all other electric effects.
* Mark Target [Free or 1 Mana]: Conjures up to {Level / 3} 'markers.' A marker is a powerful visual effect that attaches to a chosen target's aura, such as a pillar or circle of colored light. If used to it's fullest extent, the effect is visible for up to {Level} range bands. First use per scene is free. Markers naturally dissipate after a scene, or can be ended at your discretion.

###### Rank 2:

* Fire Immunity: You can ignore the effects of fire, heat, smoke, and all other natural and magical fire effects.
* Heat: Can emit heat from your hands or aura, safely raising the temperature of an object or area at a reasonably fast rate.
* Melt [1 Mana]: Instantly melts a large area up to a radius of {Level} meters. All ice or frost in the affected area turns to water.

###### Rank 3:

* Transfer Mana: You can transfer mana to anyone within {Level / 3} range bands, as long as it will not drop below 0 in doing so.
* Aura Shaping: Modify your aura to appear with simple visual effects. It can glow, shift colors, alter its shape, increase or decrease in activity, etc. This can be used as a light source, up to the brightness of {Level} torches without any Flare effects. Requires no effort to sustain, and minimal effort to change it.
* Enhance Flare: You can recover your mana back to 0 with a short scene of rest. However, your Flare during this time has to compensate wildly. In addition to strange visual effects that characterize your personality, it will extends it effect as though you are -10 mana lower than you really are.

###### Rank 4:

* Shockwave [2 Mana]: All living creatures within a {Level} meter cone from the caster get hit with a shockwave and go limp, briefly ragdolling with whatever momentum they had. They remain partially stunned until their next action, suffering -4 to defense and then losing their action due to recovery efforts.

###### Rank 5:

* Enchant Weapon [2 Mana]: Enchants a weapon or item with powerful fire magic. It appears on fire and leaves a trail of flames in its wake. If used as a melee weapon it deals an additional +2 damage, Only you and the intended user can hold it safely. Must be wielding the desired item when enchanting it.

###### Rank 6:

* Fireball [1 Mana]: Shoots a tiny magical fireball bullet from your fingertip at a very high velocity. Grants +3 to a ranged attack and +2 to damage.
* Fire Aura [2 Mana]: Convert your aura (or an ally's aura) into a super-heated, flaming aura that lashes out at any enemy that enters melee range. Attacks with 2d10 and deals 2 damage. The armor lasts until the encounter has ended.

###### Rank 7:

* Explode [2 Mana]: Choose X: an amount of damage you're willing to endure. Your aura violently bursts outward in a fiery explosion. You take X sacrificial damage (unsoakable, cannot be resisted). Everyone within short range takes X fire damage (can be soaked and resisted, but cannot be dodged).

## Warper

Warpers are also known as Portal Mages and Dimensional Mages. Warpers have many skills related to dimensional magic, but are most notorious for their ability to create portals.

Portals are two-way wormholes that pair together. They can be conjured mid-air or attached to a surface, but not on anything with an aura that intends to resist it. For a portal to open, it must have a partner portal within extreme range (which opens both portals). Open portals reveal what is on the partnering side and don't require line of sight to function. Anyone can use an open portal. Portals close gracefully, and won't damage anyone when closing. Portals naturally remain active for an encounter, but some casters can conjure permanent portals.

###### Rank 1:

* Return Item [1 Mana]: Can attune to an item, or retrieve an already attuned item from up to extreme range. Up to {Level} items can be attuned.
* Send Item [1 Mana]: Send an object in your possession to an ally within {Level} range bands. The ally must be willing to accept it (automatic intuition), and the effect is intuitive enough to place it in their hand (or other relevant location) if they do.
* Portal Sense: Sense the direction, distance, and linked partners of all portals within extreme range.
* Portal Reach: Can interact with open portals from up to a distance of short range, rather than having to touch them directly.

###### Rank 2:

* Create Portal [X Mana]: Conjure a portal witin arm's reach, optionally partnering it to any other portal within extreme range. Up to {Level} portals can be conjured at a time. It dissipates after a scene. Costs 1 Mana if conjuring a closed portal (no partner), and 0 Mana if conjuring a partner portal (establishes a link).
* Dimensional Pocket: Can add or retrieve items from a dimensional void of storage space that only you have access to. The length, width, and height of the storage space are approximately equal to {Level / 2} meters. It requires a full round to interact with the pocket's contents.

###### Rank 3:

* Item Slots: Gain {Level / 2} "item slots" that support a mid-sized item: a weapon, a tool, etc. Item slots function like a dimensional void, but are accessible as a free action.
* Instant Equip [1 Mana]: Allows you to instantly equip, remove, or swap a full set of clothing and equipment; e.g. full plate mail. This power works with relevant equipment within Short Range.
* Disable Portal: Close or destroy a portal within arm's reach, even one you didn't conjure. Its partner will close, if present.

###### Rank 4:

* Permanent Portal: Conjure a permanent portal at a specific location with a scene-long ritual. These portals can partner up to extreme range. Up to {Level} pairs of permanent portals can be sustained, and they can be dismissed at will.

###### Rank 5:

* Portal Hop [1 Mana]: User can "blink" (teleport) to any portal within medium range, including closed portals.
* Travel Gate [5 Mana]: Creates a "travel gate" at a significant energy node (roughly one every 100 kilometers, often at cities). Only one gate per node is allowed. Once established, you can travel between gates through the connecting leylines in an altered state of consciousness. You move {Level x50} faster if unencumbered, but proportionally slower with extra group members or equivalent supplies.

###### Rank 6:

* Distance Portaling: Conjuring portals is now allowed up to medium range away if you have line of sight to the designated location.
* Teleport Object [1 Mana]: Can teleport a held object to a location within medium range. For +1 Mana, can teleport an object from medium range to your hand.

###### Rank 7:

* Rapid Portals [1 Mana]: Simultaneously conjure two portals that are partnered together: one at your location, and one up to extreme range.

###### Rank 8:

* Phase [1 Mana]: Can phase through walls or obstacles up to {Level / 2} meters thick. Motion is at least 50% slower.
* Phase Vision [1 Mana]: Can see through a thick wall or obstacle up to a meter thick, granting you line of sight into areas that might otherwise be obfuscated. This can be used as a precursor to conjuring portals behind walls.

## Warrior

Warriors excel at athleticism, stunts, and out-maneuvering their opponents.

###### Rank 1:

* Safe Landing: You can land from any height and will take no damage.
* Long Jump [Free or 1 Mana]: You can now jump up to {Level} meters high and {Level x3} meters long. First use each scene is free.
* Balance: Your balance is now supernatural. You will never lose your footing. You can ignore all penalties from thin or slippery surfaces.

###### Rank 2:

* Strength Boost [1 Mana]: Amplifies your strength by {Level / 2} times for a single action. Deals {Level / 5} extra damage if used vs. auras.
* Speed Burst [Free or 1 Mana]: Gain a free maneuver. First use each scene is free.
* Graceful: You can shift your weight supernaturally, allowing you to stand and move across weak surfaces that would support a squirrel.

###### Rank 3:

* Matrix Move [Free or 1 Mana]: Retroactively add +5 to any stunt you just attempted, even if you failed it. First use each scene is free.
* Contortion: You can contort your body to supernatural degrees, including making your limb joints flex in directions they normally can't.
* Rapid Climb: You acquire climbing feats that enable you to climb {Rate} times faster.

###### Rank 4:

* Group Stunt [Free or 1 Mana]: Generates a supernatural 'afterimage' force that lets allies replicate your maneuvers exactly; including ones propelled by magic (such as supernatural jumps, speed bursts, etc). They must have the maneuvers available, but can synchronize at any time during the round. First use each scene is free.

###### Rank 5:

* Spider Climb [1 Mana]: For a scene you can walk, climb, run, cling, or otherwise move across walls and ceilings like a spider.
* Air Jump [Free or 1 Mana]: You can now jump while in mid-air. First use each scene is free.

###### Rank 6:

* Mana Shield [1 Mana]: Your aura generates a shield of mana. It absorbs up to {Level / 2} damage before dissipating. Disappears after a scene.