Adept magic is a magic style developed for combat purposes. It is designed to be a quick and crass method of casting spells that usually deal with physical abilities. The best examples of adept magic in pop culture are comic book superheroes and the characters from the Dragonball animes.
Casting Adept MagicEdit
Adept magic users, also known as adepts, wield the physical energy of their bodies to cast powerful spells. The physical energy gained by adepts is measured in points and is added into the "energy pool", or the total amount of energy that an adept has at the time.
When attempting to cast adept magic, the adept first harnesses the physical energy from their body. This action is called charging. The adept makes a Spirit + Adept Magic(Charging) test against TN7 to charge. Success adds one point of energy to the adept's energy pool with each raise adding one more point. Failure means that no points are added to the adept's energy pool with faults decreasing the energy pool by one point per fault. There is no limit to how many points of energy that an adept can have at one time. Charging costs 1 AP. Taking any action while charging requires a Spirit + Discipline(Focus) test against TN15.
Energy points do not stay in an adept's energy pool indefinitely. In order to hold energy points in the energy pool instead of spending them, the adept makes a Spirit + Discipline(Focus) test. The difficulty of the test starts at TN3 and increases by 4 for every two points in the energy pool. If the adept fails this test, up to 2 points are lost from the energy pool with another 2 points being lost per fault. Points lost from the energy pool turn directly into drain damage, as explained later in this section.
Once an adept has enough energy, they can cast a spell at any time. Adepts can cast four types of spells: adaptations, enhancements, manifestations, and manipulations. Each type has its own energy costs and rules for handling the actual casting. Regardless of the type of spell, all adept spells are quick. Casting any adept spell costs 1/2 AP.
As with any form of magic, adepts suffer drain after casting. Drain is similar to the damage suffered in physical combat. The type of drain and how much drain is suffered depends on the type of adept magic used. When an adept suffers drain, they must make a Spirit + Discipline(Willpower) test against the amount of drain. The result is subtracted from the amount; half of the remaining drain (rounded down) becomes wounds while the other half (rounded up) becomes shock.
Adaptation is the set of spells used to boost the user's mundane/non-magic skills. Adaptation adds a bonus to any use of a general skill or single specialization. It can only be used on skills in which the user is trained. As long as the user is trained in the general skill, adaptation can also be used on any of the specializations.
The energy cost of adaptation depends on whether you are boosting a general skill or a specialization and by how much. Each +1 bonus costs 3 points for general skills and 1 point for specializations.
Only one general skill or specialization can receive a bonus per adaptation casting, but the magnitude of the bonus is unlimited as long as the necessary energy points can be provided. The bonus granted to a general skill applies to any test involving the general skill or any of its specializations. For example, a Ranged Weapons adaptation gives a bonus to Ranged Weapons tests as well as Ranged Weapons(Archery, Handguns, etc.) tests.
When an adept casts an adaptation, they make a Stamina + Adept Magic(Adaptation) test against TN7. Success means that the adaptation is cast with each raise doubling the duration of the spell. Failure means that the adaptation never takes effect and the energy points are lost with each fault decreasing the adept's energy pool by 1 point. Energy lost from failed casting translates directly into drain that takes effect immediately. Adaptations usually have a base duration of 5 combat rounds, or 30 seconds, after casting.
Immediately after casting an adaptation, an adept suffers drain. Drain caused by adaptations is equal to the number of energy points spent on the spell, doubled. If the adept manages to cast an adaptation with an extended duration (through raises on the casting test), this drain is suffered once immediately after casting and once again per minute after casting. The adept can choose to end the adaptation prematurely at any time after casting to avoid suffering further drain.
Enhancement is the set of spells used to boost the user's attributes. The rules for handling enhancement are fairly similar to those for handling adaptations.
The energy cost of an enhancement is 5 points per +1 bonus. Only one attribute can be affected per enhancement, but the bonus received can be effectively unlimited. The bonus applies to any test involving the affected attribute.
In order to cast an enhancement, adepts make a Stamina + Adept Magic(Enhancement) test against TN7. Success means that the enhancement is cast with each raise doubling the duration of the spell. Failure means that the enhancement never takes effect and the energy points are lost with each fault decreasing the adept's energy pool by 1 point. Energy lost from failed casting translates directly into drain that takes effect immediately. Enhancements usually have a base duration of 5 combat rounds, or 30 seconds, after casting.
Immediately after casting, the adept suffers drain. Drain caused by enhancements is equal to the number of energy points spent on the spell, tripled. If the adept manages to cast an enhancement with an extended duration (through raises on the casting test), this drain is suffered once immediately after casting and once again per minute after casting. The adept can choose to end the enhancement prematurely at any time after casting to avoid suffering further drain.
Each adept has a somewhat unique set of "super power" spells called manifestations. Usually, these spells relate in some way to the personality and/or history of the user. A generally cold person or someone who has a personal connection with a cold place may have an ice breath manifestation and other ice-themed manifestations.
For each 2 increases in die rating for the Adept Magic(Manifestation) general skill/specialization, the adept gains a new power. Each new power is usually more powerful or has more utility than the last. Because of the broad range of possibilities for manifestations, a general set of rules regarding casting, drain, and energy costs cannot be made. Players with adept characters should work with the GM to create their manifestations. Refer to the sample manifestation spells to decide what is an appropriate level of power for a manifestation.
Manipulation is the adept's ability to expel and control the physical energy. In general, manipulation spells are usually directly offensive attacks with a few utility spells being the exception.
Manipulations spells have no set energy cost or energy limit, but a minimum of 1 energy point must be spent to cast. The amount of energy spent helps to determine the strength of the spell. In order to cast, the adept must make a Stamina + Adept Magic(Manipulation) test. The difficulty of the test depends on the complexity of the shape, the size, and the effect. Success means that the manipulation is cast with each raise increasing the effect of the spell. Failure means that the manipulation never takes effect and the energy points are lost with each fault decreasing the adept's energy pool by 1 point. Energy lost from failed casting translates directly into drain that takes effect immediately.
Manipulation can be extremely dangerous for a reckless adept. Comparatively, the drain from manipulation is excessive. Drain is equal to the amount of energy points put into the spell, doubled and multiplied by the number of raises.