====== Magic ====== All the races on Djemity possess some sort of magic and almost every PC will be capable of at least some magic feats. Every character begins with at least 1 rank in a magic permitted by their caste (with the exception of those taking the [[traits#Chimera -1|Chimera]] trait). For those not from a mage caste, this is the only type of magic they can use. Mages have at least level 0 in all four of their Race's magics. ===== How it works ===== === Magic assists a skill === Each branch of magic is linked to a particular skill. When you (or someone you're working with) are attempting a task that requires that skill then your magic will assist. === Magic is unpredictable === The results of magic are not fixed. It is capable of feats of spectacular power but can just as easily fail you at a crucial moment. //Whilst most skills provide a static bonus the GM team will randomise the benefits of magic use.// === Magic requires concentration === Using magic isn't easy and being able to focus on it is critical to achieving its full potential. What this means in practice is that magic offers significantly greater benefits when you're working with someone else with the relevant skill. //The optimal condition for magic use is to work with someone else, whose mundane skill matches or beats your magic skill. The effect of using magic to enhance your own skill is smaller than that used upon allies. However, your mundane skill will not affect the benefit you get from your magic.// ===== The Magic of the Races ===== There are more details on each of the magics on their respective Race pages. ==== Aquienos - Star Meditations ==== The Aquienos meditate upon the constellations known as the [[aquienos#magic - the star guides|Star Guides]] to gain uncanny insights and abilities. *Talith - [[skills#researcher|Researcher]] *Hrangh - [[skills#ranger|Ranger]] *Gipitaka - [[skills#strategist|Strategist]] *Simirit - [[skills#dungeoneer|Dungeoneer]] ==== Becquerel - Skira Tapping ==== The Becquerel can see into their environment to manipulate the [[becquerel#magic - Skira Tapping|life-force]] in themselves, others and the land. *Knitter of Life - [[skills#healer|Healer]] *Syphon of Skira - [[skills#weaponsmaster|Weaponsmaster]] *Feeler of Nature - [[skills#ranger|Ranger]] *Shaper of Stories - [[skills#diplomat|Diplomat]] ==== Kirlsa - Binding and Summoning ==== Kirlsa rites allow the spirits of defeated foes to be [[kirlsa#magic - beast summoning|bound]] to their service. *Beast Forms - [[skills#weaponsmaster|Weaponsmaster]] *Summoning Totems - [[skills#strategist|Strategist]] *Manifested Creature - [[skills#ranger|Ranger]] *Spirit Carving - [[skills#craftsman|Craftsman]] ==== Sylphim - Channelling ==== Sylphim Channelling allows them to sense and manipulate the [[sylphim#magic - channelling|elements]]. *Air - [[skills#master of shadows|Master of Shadows]] *Water - [[skills#ranger|Ranger]] *Earth - [[skills#craftsman|Craftsman]] *Fire - [[skills#weaponsmaster|Weaponmaster]] ==== Teklo - Wordsmithing ==== The Teklo claim divinity through the potency of their spoken and written [[teklo#magic - wordsmithing|words]]. *The Scribing Words - [[skills#organiser|Organiser]] *The Mastering Tongue - [[skills#diplomat|Diplomat]] *The Words on the Page - [[skills#researcher|Researcher]] *War-Whispering - [[skills#strategist|Strategist]] ==== Enchantment ==== Details can be found on the [[Enchantment]] page.