Magic Styles in Fast TTRPG 2.0

Ideas for styles of magic…

ARCANE WIZARDRY (HIGH MAGIC)

Spend Power to use ceremonial magic, occult scholarship, sacred geometry, names of power, arcane formulae, high ritual, sigils, wards, summons, and the commanding laws of reality.

* 1 Power point: Create a minor hermetic effect, affect one nearby target, create a change that lasts a few seconds, trace a sigil, speak a word of power, sense magic, read an omen, light or extinguish a flame, move a small object, reveal a hidden mark, ward yourself against a weak force, attack with arcane force as an light weapon, learn a clue through calculation, symbol, name, star chart, or occult text, perform a precise magical trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong hermetic effect, affect several nearby targets, last for several minutes, bind or ward a nearby area, command an elemental or minor spirit as a helper, open or seal a passage, dispel a weak enchantment, create an illusion through symbols or ritual geometry, attack with fire, lightning, force, or summoned power as a medium weapon, remove 1 Fear, Madness, Corruption, Glitch, or other hindrance point through cleansing, counter-magic, or ritual order, gain protection as medium armor for one minute, or briefly impose magical order on a chaotic scene.

* 3 Power points: Create a major hermetic effect, affect a far target through a true name, diagram, written formula, ritual tool, star alignment, or sympathetic link; last for a full scene or an hour; summon, bind, banish, or command a powerful spirit, demon, angel, elemental, or concept; seal a place with high wards; transform matter through arcane law; reveal hidden truth through grand divination; attack with perfected spellcraft as a heavy weapon; remove 3 Fear, Madness, Corruption, Glitch, or other hindrance points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of ritual, symbols, names, elements, spirits, time, space, or reality itself.

ATOMIC MAGIC (RADCASTING)

Spend Power to use radiation, mutation, electricity, fallout omens, nuclear fear, unstable energy, paranoid visions, and the hidden fire inside matter.

* 1 Power point: Create a minor atomic effect, affect one nearby target, create a change that lasts a few seconds, sense radiation, electricity, mutation, poison, machines, surveillance, hidden energy, or nearby danger, make lights flicker, spark a device, charge a battery, magnetize metal, create a Geiger-click omen, cause a harmless glow, attack with a shock, spark, or radiation sting as an light weapon, learn a clue through static, fallout patterns, warning signs, burns, mutations, power grids, or paranoid intuition, perform a strange scientific trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong atomic effect, affect several nearby targets, last for several minutes, unleash an electric arc, radiation pulse, magnetic surge, blinding flash, sonic alarm, or burst of toxic light, overload or repair a machine, mutate a body in a temporary useful way, expose hidden threats, create a haze of fallout, static, or fear over a nearby area, command a drone, mutant creature, electric spirit, or irradiated shadow as a minor helper, attack with lightning, radiation, plasma, or unstable energy as a medium weapon, remove 1 Injury, Fatigue, Disease, Poisoned, Glitch, Stress, Madness, or Corruption point through decontamination, stimulation, mutation, or dangerous treatment, gain protection as medium armor for one minute, or briefly control the energy, panic, or instability of a scene.

* 3 Power points: Create a major atomic effect, affect a far target through radiation, power lines, metal, machines, blood mutation, a fallout mark, a surveillance signal, or an energy trace; last for a full scene or an hour; create a dangerous mutation, shield a group from fallout, black out a building, awaken a reactor, summon a storm of electricity, irradiate or cleanse an area, expose a conspiracy or hidden contamination, attack with atomic fire, chain lightning, plasma discharge, or mutant wrath as a heavy weapon, remove 3 Injury, Fatigue, Disease, Poisoned, Glitch, Stress, Madness, or Corruption points divided among one or more characters, gain protection as heavy armor for one minute, or attempt a dangerous supernatural feat of radiation, mutation, electricity, paranoia, machines, fallout, or the secret fire of matter.

DRUM MAGIC (NGOMA)

Spend Power to use high ritual, ancestral wisdom, spirit work, sacred scholarship, healing, divination, occult philosophy, rhythm, medicine, and the deep conversation between the living world and the unseen.

* 1 Power point: Create a minor ngoma effect, affect one nearby target, create a change that lasts a few seconds, sense spirits, ancestors, curses, sickness, hidden power, broken taboos, or sacred places, read an omen in rhythm, smoke, shells, marks, dreams, animals, or weather, speak a short prayer to the ancestors, calm fear or anger, bless a simple action, mark a charm, attack with spirit force as an light weapon, learn a clue through memory, lineage, scholarship, trance, or divination, perform a simple rite, or gain protection as light armor for one minute.

* 2 Power points: Create a strong ngoma effect, affect several nearby targets, last for several minutes, call an ancestor, spirit, or unseen force as a minor helper, ward a room, road, shrine, household, camp, or gathering, cleanse sickness, bad luck, spiritual pollution, or hostile magic, bless allies with courage, wisdom, protection, or right timing, create a ritual illusion or spirit-sign over a nearby area, attack with ancestral wrath, sacred sound, medicine, or spirit-fire as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Dishonor, or Corruption point through medicine, counsel, ritual, rhythm, or ancestral aid, gain protection as medium armor for one minute, or briefly restore order between people, spirits, and place.

* 3 Power points: Create a major ngoma effect, affect a far target through a name, lineage, dream, offering, sacred object, spirit-path, oath, song, drum, mask, or true connection; last for a full scene or an hour; summon, question, bind, banish, or bargain with a powerful ancestor, spirit, ghost, guardian, or unseen force; reveal hidden truth through divination or sacred scholarship; heal a grave spiritual or physical wound; break a curse, possession, disease, or hostile working; consecrate or protect a community, shrine, grave, road, or household; attack with mighty ancestral judgment, spirit-storm, or ritual power as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of ancestors, spirits, healing, wisdom, fate, community, memory, or sacred law.

IMPERIAL DRAGON SORCERY

Spend Power to use imperial sorcery, dragon wisdom, celestial law, alchemy, ancestor rites, spirit petitions, geomancy, talismans, and the authority of Heaven over the ordered universe.

* 1 Power point: Create a minor imperial effect, affect one nearby target, create a change that lasts a few seconds, inscribe a talisman, sense spirits, omens, curses, chi, dragon lines, or broken oaths, command a small flame, breeze, shadow, or drop of water, bless a proper action, rebuke a minor spirit, attack with dragon breath, jade force, or talismanic power as an light weapon, learn a clue through astrology, calligraphy, incense, coins, tea, ancestor signs, or celestial records, perform a formal rite, or gain protection as light armor for one minute.

* 2 Power points: Create a strong imperial effect, affect several nearby targets, last for several minutes, place a ward on a room, gate, shrine, road, or household, command a minor spirit, ancestor, elemental, or paper servant as a helper, curse a lawbreaker with misfortune, bless allies with discipline or harmony, purify poison, sickness, bad luck, or spiritual pollution, create an illusion or omen through smoke, mirrors, calligraphy, or dragon imagery, attack with alchemical fire, storm wind, jade lightning, or spirit command as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Dishonor, or Corruption point through medicine, ritual, balance, or celestial judgment, gain protection as medium armor for one minute, or briefly impose order on a chaotic scene.

* 3 Power points: Create a major imperial effect, affect a far target through a true name, written decree, horoscope, ancestral tablet, dragon line, imperial seal, spirit contract, or celestial petition; last for a full scene or an hour; summon, bind, banish, or command a powerful spirit, ancestor, elemental, demon, ghost, or dragon-servant; seal a place under heavenly law; transform matter through alchemy; redirect wind, rain, fire, stone, or river-flow; curse a house, bloodline, office, army, or oath; attack with dragon wrath, heavenly thunder, alchemical fire, or celestial judgment as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of dragons, spirits, alchemy, fate, bureaucracy, ancestors, elements, or the Mandate of Heaven.

INFECTIOUS INSANITY (REALITY WARPING)

Spend Power to use magical delusion, impossible certainty, dream logic, warped perception, living hallucinations, chaotic miracles, and personal reality bleeding into the world.

* 1 Power point: Create a minor delusional effect, affect one nearby target, create a change that lasts a few seconds, make an impossible detail seem true, change a small object’s appearance, create a strange sound, color, smell, or sensation, ignore an obvious contradiction for a moment, unsettle a mind, twist a clue into symbolic meaning, attack with dreamlike force as an light weapon, learn a clue through hallucination, omen, nonsense, pattern, or “secret truth,” perform an absurd trick, or gain protection as light armor for one minute because reality briefly refuses to hurt you.

* 2 Power points: Create a strong delusional effect, affect several nearby targets, last for several minutes, make a nearby area follow dream logic, create a vivid hallucination or impossible scene, confuse enemies, hide allies behind false reality, turn fear, memory, sound, color, shadow, toys, masks, mirrors, or nonsense into a minor helper, attack with chaotic magic as a medium weapon, remove 1 Fear, Stress, Madness, Glitch, or Injury point by rewriting how it feels or what it means, gain protection as medium armor for one minute, or briefly control the mood, logic, or rules of a scene.

* 3 Power points: Create a major delusional effect, affect a far target through obsession, dream, symbol, repeated phrase, personal connection, or impossible coincidence; last for a full scene or an hour; make a large area obey your private reality; turn an illusion partly real; summon something from delusion, nightmare, childhood, myth, or broken memory; trap enemies inside a repeating pattern or false world; attack with reality-warping chaos as a heavy weapon; remove 3 Fear, Stress, Madness, Glitch, or Injury points divided among one or more characters by rewriting their experience; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of delusion, dream, paradox, madness, memory, chaos, or impossible reality.

MYSTIC MAGIC (THE WAY OF MAGIC)

Spend Power to use inner discipline, martial perfection, breath control, meditation, focused awareness, pressure points, memory, balance, and enlightened action.

* 1 Power point: Create a minor mystic effect, affect one nearby target, create a change that lasts a few seconds, move with perfect balance, calm fear or anger, sense hostile intent, read body language, strike with hands or feet as an unarmed attack, deflect a weak blow, leap, roll, fall, or land safely, learn a clue through stillness, memory, or observation, perform a disciplined trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong mystic effect, affect several nearby targets, last for several minutes, move with impossible speed or grace, strike pressure points, disarm or throw a foe, silence pain, resist fear, poison, fatigue, or mental influence, attack with focused martial force as a medium weapon, remove 1 Injury, Fear, Fatigue, Stress, Madness, or Poisoned point through breath, discipline, meditation, or healing touch, gain protection as medium armor for one minute, create a moment of perfect clarity, or briefly control the flow of a fight.

* 3 Power points: Create a major mystic effect, affect a far target through motion, thrown weapon, focused will, or spiritual awareness; last for a full scene or an hour; cross impossible terrain; strike many foes in a single flowing motion; break weapons, walls, spells, or illusions with perfect force; read the pattern of a battle, memory, or life; attack with enlightened martial power as a heavy weapon; remove 3 Injury, Fear, Fatigue, Stress, Madness, or Poisoned points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of discipline, enlightenment, memory, balance, spirit, or perfected action.

ECSTATIC MAGIC (TRANCE MAGIC)

Spend Power to use trance, sensation, passion, rhythm, altered states, heightened experience, perfect timing, and glimpses beyond ordinary time.

* 1 Power point: Create a minor ecstatic effect, affect one nearby target, create a change that lasts a few seconds, sharpen or dull one sense, enter a light trance, ignore pain for a moment, calm or stir emotion, move with perfect timing, feel the emotional tone of a place, notice a meaningful pattern, attack with a burst of passion or speed as an light weapon, learn a clue through sensation, music, rhythm, pleasure, pain, or instinct, perform a daring trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong ecstatic effect, affect several nearby targets, last for several minutes, enter a deep trance, heighten speed, courage, charm, or perception, stir joy, fear, desire, rage, or awe in a nearby area, blur someone’s sense of time, create a vivid hallucination or sensory illusion, attack with ecstatic force as a medium weapon, remove 1 Fear, Fatigue, Stress, Madness, Poisoned, or Injury point through breath, rhythm, release, medicine, or altered awareness, gain protection as medium armor for one minute, or briefly control the emotional rhythm of a scene.

* 3 Power points: Create a major ecstatic effect, affect a far target through music, rhythm, desire, memory, dream, drug, dance, or shared experience; last for a full scene or an hour; speed up or slow down someone’s sense of time; glimpse a possible future or forgotten past; turn a crowd toward frenzy, peace, passion, or revelation; create an overwhelming sensory vision; attack with a perfect moment of violence as a heavy weapon; remove 3 Fear, Fatigue, Stress, Madness, Poisoned, or Injury points divided among one or more characters; gain protection as heavy armor for one minute through impossible timing, altered awareness, or pain denial; or attempt a dangerous supernatural feat of time, sensation, passion, trance, memory, or ecstatic revelation.

ENTROPY MAGIC (DEATHWALKING)

Spend Power to use fate, death, entropy, endings, omens, sacred judgment, reincarnation, and the cutting away of what must pass.

* 1 Power point: Create a minor fate or death effect, affect one nearby target, create a change that lasts a few seconds, sense death, decay, bad luck, disease, ghosts, or a doomed path, mark a target with an omen, spoil or preserve a small object, make a fragile thing break, calm the dying, speak a prayer for the dead, attack with a touch of entropy as an light weapon, learn a clue from bones, ashes, blood, cards, dice, last words, or patterns of chance, perform a funeral rite, or gain protection as light armor for one minute.

* 2 Power points: Create a strong fate or death effect, affect several nearby targets, last for several minutes, curse an enemy with misfortune, bless an ally with a lucky opening, hasten decay, still pain, silence a ghost, reveal the thread of a recent death, weaken a doomed creature, attack with entropy, shadow, or sacred killing force as a medium weapon, remove 1 Injury, Fear, Disease, Poisoned, Madness, Corruption, Wanted, Debt, or Dishonor point by ending its source or accepting its cost, gain protection as medium armor for one minute, or briefly control the luck, timing, or finality of a scene.

* 3 Power points: Create a major fate or death effect, affect a far target through a name, blood, grave, weapon, true connection, omen, or act of judgment; last for a full scene or an hour; lay a powerful doom or blessing; call, banish, question, or guide the dead; sever a curse, oath, possession, disease, or unnatural life; force a hidden ending into the open; attack with sacred death, entropy, or karmic judgment as a heavy weapon; remove 3 hindrance points divided among one or more characters by sacrifice, release, judgment, or renewal; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of death, fate, entropy, reincarnation, karma, or sacred endings.

FRINGE SCIENCE

Spend Power to use mad science, impossible invention, crackpot genius, ray guns, weird machines, etheric theory, retro-futurist devices, and brilliant experiments that should not work but do.

* 1 Power point: Create a minor paranormal effect, affect one nearby target, create a change that lasts a few seconds, activate a strange gadget, scan for energy, detect radiation, spirits, minds, or hidden forces, spark a machine to life, repair or sabotage a small device, create light, sound, smoke, static, magnetism, or weird fumes, attack with a zap, shock, or gadget strike as an unarmed attack, learn a clue through instruments, equations, goggles, meters, or wild theory, perform a scientific trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong paranormal effect, affect several nearby targets, last for several minutes, build or activate a useful device, amplify strength, speed, senses, or intellect, create a force field, gravity pulse, sonic burst, invisibility shimmer, rocket jump, or etheric illusion over a nearby area, command a drone, automaton, or strange machine as a minor helper, attack with a ray gun, tesla coil, chemical blast, or experimental weapon as a medium weapon, remove 1 Injury, Fatigue, Disease, Poisoned, Glitch, or Madness point through treatment, repair, stimulation, or experimental therapy, gain protection as medium armor for one minute, or briefly control the physics of a scene.

* 3 Power points: Create a major paranormal effect, affect a far target through a ray, signal, machine, formula, satellite, dimensional coil, or impossible invention; last for a full scene or an hour; create or activate a powerful device; open a portal, bend gravity, stop a machine army, awaken an artificial mind, reshape matter with exotic energy, or expose the hidden laws of reality; attack with a death ray, lightning cannon, implosion device, or unstable reactor as a heavy weapon; remove 3 Injury, Fatigue, Disease, Poisoned, Glitch, or Madness points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of invention, ether, energy, machines, dimensions, or impossible science.

INFERNAL MAGIC (DEMONIC PACTS)

Spend Power to use corruption, damnation, spiritual inversion, decay, nightmares, broken truths, destructive miracles, forbidden bargains, and the hunger of things that should not be.

* 1 Power point: Create a minor infernal effect, affect one nearby target, create a change that lasts a few seconds, sense weakness, fear, guilt, sickness, corruption, curses, or spiritual rot, whisper a harmful temptation, sour a mood, spoil food or drink, crack a small object, dim light, twist a minor omen, attack with shadow, pain, or spiritual venom as an light weapon, learn a clue through nightmares, scars, sins, ashes, lies, or forbidden whispers, perform a blasphemous trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong infernal effect, affect several nearby targets, last for several minutes, curse an enemy with weakness, fear, pain, bad luck, or despair, awaken cruelty or obsession, rot flesh, metal, wood, trust, or hope, create a nightmare illusion over a nearby area, summon a minor demon, parasite, shadow, or corrupted spirit as a helper, attack with hellfire, psychic poison, entropy, or black magic as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Debt, or Corruption point by feeding it into someone or something else, gain protection as medium armor for one minute, or briefly control the fear, decay, or moral collapse of a scene.

* 3 Power points: Create a major infernal effect, affect a far target through a true name, wound, sin, secret, curse, nightmare, blood, broken oath, or forbidden pact; last for a full scene or an hour; lay a terrible curse; open a crack to something infernal, alien, or spiritually inverted; summon, bind, or bargain with a dangerous demon, nightmare, corrupted angel, or devouring spirit; transform a person, place, object, or idea into a twisted version of itself; attack with damnation, annihilation, nightmare, or cosmic corruption as a heavy weapon; remove 3 hindrance points divided among one or more characters by sacrifice, transfer, corruption, or destruction; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of inversion, damnation, decay, spiritual ruin, forbidden desire, or cosmic blasphemy.

NATURE MAGIC

Spend Power to use primal wilderness, animals, plants, weather, stone, rivers, roots, storms, instinct, hunger, growth, decay, and the old power of untamed places.

* 1 Power point: Create a minor supernatural effect, affect one nearby target, create a change that lasts briefly, sense animals, plants, weather, water, tracks, scent, poison, sickness, nearby danger, or spirits of the wild, stir grass, roots, vines, leaves, mist, dust, or small flames, calm or frighten a small animal, make a thorn prick or a wound close, find food, water, shelter, or tracks, attack with claw, thorn, stone, bite, wind, or wild force as a light weapon, learn a clue from tracks, scat, birdsong, weather, wounds, herbs, bones, or animal behavior, perform a survival trick, or gain protection as light armor for one minute.

* 2 Power points: Create a supernatural wild effect, affect several nearby targets, last for several minutes, command vines, roots, insects, birds, beasts, mist, rain, mud, stone, or wind, call an animal, plant-shape, nature spirit, swarm, or wild guide as a minor helper, create a natural illusion through leaves, fog, shadow, birdsong, or animal calls, change appearance or physical ability in an animal or plant-like way, move easily through forest, swamp, mountain, desert, snow, or storm, attack with beasts, thorns, falling branches, rushing water, lightning, or primal force as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption point through herbs, rest, instinct, fresh water, clean air, or natural healing, gain protection as medium armor for one minute, or briefly control the terrain, weather, or animal life of a scene.

* 3 Power points: Create a major supernatural effect, affect a far target through tracks, scent, blood, hair, feather, root, river, storm, moonlight, true name, or natural connection; last for a full scene or an hour; summon a storm, awaken a grove, command a pack, herd, swarm, river, tree, stone, or beast-spirit, transform a body, animal, plant, or natural substance, overgrow a place with roots and vines, call lightning, flood, wildfire, blizzard, drought, or earthquake-like force with GM approval, attack with storm, beast, thorn, fang, flood, falling stone, or primal wrath as a heavy weapon, remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of animals, plants, weather, survival, instinct, wilderness, growth, decay, or the untamed world.

PRIMAL WITCHCRAFT (EARTH MOTHER MAGIC)

Spend Power to use blood magic, life-force, nature, fertility, decay, healing, curses, pagan rites, primal instincts, and the old cycles of birth, growth, death, and renewal.

* 1 Power point: Create a minor witch effect, affect one nearby target, create a change that lasts a few seconds, sense life, blood, sickness, fertility, poison, spirits of nature, or nearby living things, stir plants or roots, make a small cut bleed or close, bless or curse a simple action, mark a target with blood, ash, thorn, or herb, attack with tooth, claw, thorn, or blood-hex as an light weapon, learn a clue from blood, tracks, bones, herbs, weather, animals, or body signs, perform a rustic rite, or gain protection as light armor for one minute.

* 2 Power points: Create a strong witch effect, affect several nearby targets, last for several minutes, heal flesh, stir passion or fear, curse a foe with weakness or bad luck, command vines, beasts, insects, blood, roots, smoke, or weather as a minor helper, change appearance or physical ability in a living way, create a glamour or natural illusion over a nearby area, attack with thorns, blood, beasts, rot, or primal force as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption point through herbs, blood, touch, ritual, or life magic, gain protection as medium armor for one minute, or briefly control the living energy of a scene.

* 3 Power points: Create a major witch effect, affect a far target through blood, hair, name, birth sign, footprint, true connection, or sacred rite; last for a full scene or an hour; transform a body, beast, plant, or natural substance; bless birth, growth, healing, desire, or survival; curse blood, flesh, luck, lineage, or harvest; awaken a grove, beast, storm, corpse, or ancestral spirit; attack with blood magic, living wrath, rot, storm, or primal curse as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of blood, life, death, nature, fertility, sacrifice, or primal cycles.

SACRED HARMONY MAGIC (TRUE FAITH)

Spend Power to use sacred song, prayer, divine harmony, holy truth, miracles, revelation, healing, protection, and judgment.

* 1 Power point: Create a minor sacred effect, affect one nearby target, create a change that lasts a few seconds, sing or speak a holy word, calm fear or doubt, reveal a trace of evil, lies, spirits, curses, or holiness, create gentle light or sacred sound, bless one action, repel a weak unholy presence, attack with sacred force as an light weapon, learn a clue through prayer, hymn, omen, or conscience, perform a simple rite, or gain protection as light armor for one minute.

* 2 Power points: Create a strong sacred effect, affect several nearby targets, last for several minutes, fill an area with holy song, bless allies with courage, clarity, or protection, expose a lie, curse, hidden sin, or supernatural corruption, rebuke or drive back spirits, demons, undead, or other unholy creatures, attack with divine wrath as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, or Corruption point through prayer, song, laying on hands, or sacred truth, gain protection as medium armor for one minute, or briefly control the spiritual tone of a scene.

* 3 Power points: Create a major sacred effect, affect a far target through prayer, song, true name, holy symbol, sacred vow, or divine vision; last for a full scene or an hour; perform a miracle of healing, revelation, protection, judgment, or purification; banish or bind demons, spirits, undead, curses, or corrupt powers; force hidden truth into the open; shield a group with divine harmony; attack with heavenly wrath as a heavy weapon; remove 3 hindrance points divided among one or more characters; gain protection as heavy armor for one minute; consecrate a place; or attempt a dangerous supernatural feat of faith, song, truth, mercy, judgment, or divine will.

SPIRIT WALKING (SHAMAN)

Spend Power to use spirit-sight, animist magic, ancestor wisdom, shamanic rites, dream journeys, bargains with spirits, and mediation between the physical world and the unseen world.

* 1 Power point: Create a minor spirit effect, affect one nearby target, create a change that lasts a few seconds, sense a nearby spirit, ghost, curse, charm, or sacred place, speak a few words to a local spirit, calm an angry presence, ask an ancestor for a clue, mark a spirit sign, bless or warn a small object, attack with spirit force as an light weapon, learn a clue from dreams, omens, tracks, smoke, bones, or whispers, perform a simple rite, or gain protection as light armor against spirits for one minute.

* 2 Power points: Create a strong spirit effect, affect several nearby targets, last for several minutes, see into the spirit world, speak with ghosts, ancestors, animal spirits, place spirits, or dream-beings, ward a nearby area against spirits, bargain with a minor spirit helper, guide a soul, cleanse a curse or haunting, create a spirit illusion over a nearby area, attack with ghostly claws, ancestral wrath, or spirit fire as a medium weapon, remove 1 Fear, Stress, Madness, Disease, Poisoned, or Corruption point through ritual healing, spirit medicine, or ancestral aid, or gain protection as medium armor against spirits for 10 minutes.

* 3 Power points: Create a major spirit effect, affect a far target through a name, dream, spirit-path, sacred object, true connection, or otherworldly journey; last for a full scene or an hour; cross into the spirit world; call, bind, banish, or bargain with a powerful spirit; ask ancestors for hidden truth; seal a haunted place; awaken the spirit of an animal, object, weapon, home, road, river, storm, or land; attack with mighty spirit power as a heavy weapon; remove 3 Fear, Stress, Madness, Disease, Poisoned, or Corruption points divided among one or more characters; gain protection as heavy armor against spirits for one hour; or attempt a dangerous supernatural feat of spirits, dreams, ancestors, nature, death, memory, or the unseen world.

TECHNOMANCY (CYBERMAGIC)

Spend Power to use hacking, information mysticism, digital reality, cyberspace, code, networks, signals, data ghosts, probability, and the hidden systems beneath the world.

* 1 Power point: Create a minor technomagical effect, affect one nearby target, create a change that lasts a few seconds, read a signal, sense nearby data, unlock a simple device, scramble a camera, hide a digital trace, send a silent message, find a useful pattern, glitch a small machine, attack with a data spike or electric jolt as an light weapon, learn a clue from code, metadata, networks, screens, records, or probability, perform a hacker trick, or gain protection as light armor against digital, mental, or technological threats for one minute.

* 2 Power points: Create a strong technomagical effect, affect several nearby targets, last for several minutes, hack a secure system, spoof an identity, vanish from cameras or records, create a false image or augmented illusion over a nearby area, command a drone, bot, program, or data-spirit as a minor helper, move through digital space, predict a useful opening, attack with hostile code, electric feedback, or weaponized information as a medium weapon, remove 1 Glitch, Stress, Madness, Wanted, Debt, or Fear point through editing records, clearing data, debugging minds, or finding the right escape route, gain protection as medium armor for one minute, or briefly control the information flow of a scene.

* 3 Power points: Create a major technomagical effect, affect a far target through a network, signal, device, identity, true name, data trail, or sympathetic connection; last for a full scene or an hour; enter cyberspace; rewrite records; expose hidden truth; trap enemies in loops, false feeds, or broken systems; bend distance through digital shortcuts; awaken or bargain with an artificial mind; attack with a system crash, black ICE, probability hack, or weaponized reality-code as a heavy weapon; remove 3 Glitch, Stress, Madness, Wanted, Debt, or Fear points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of code, networks, identity, probability, machines, cyberspace, or digital reality.

URBAN SHAMAN (CITY MAGIC)

Spend Power to use urban spirits, crowds, streets, glass and steel, buildings, traffic, infrastructure, neon, wires, pipes, public signs, locked doors, and the hidden life of the city.

* 1 Power point: Create a minor city effect, affect one nearby target, create a change that lasts briefly, sense crowds, cameras, locked doors, power lines, water pipes, traffic, nearby machines, urban spirits, or hidden movement, make lights flicker, open or jam a simple lock, call a taxi, find a shortcut, blend into a crowd, make glass reflect or conceal an image, attack with brick, glass, wire, static, or street force as a light weapon, learn a clue through graffiti, rumors, traffic, security feeds, trash, footprints, signs, or city noise, perform a streetwise trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong city effect, affect several nearby targets, last for several minutes, command doors, elevators, lights, alarms, traffic, locks, pipes, wires, or cameras, call a crowd, stray animal, delivery worker, street contact, urban spirit, or animated object as a minor helper, create an illusion through neon, reflections, smoke, screens, or street signs, move quickly through alleys, rooftops, tunnels, or crowds, attack with glass, steel, electricity, pressure, machinery, or crowd panic as a medium weapon, remove 1 Injury, Fear, Fatigue, Stress, Glitch, Wanted, Debt, or Dishonor point through shelter, contacts, escape routes, forged records, street medicine, or hiding in the city, gain protection as medium armor for one minute, or briefly control the rhythm, traffic, or mood of a scene.

* 3 Power points: Create a major city effect, affect a far target through an address, street name, phone number, photograph, map, camera, transit line, utility grid, building, or true connection; last for a full scene or an hour; awaken the spirit of a street, bridge, tower, neighborhood, subway, factory, or landmark; seal or open a building; redirect traffic, crowds, power, water, steam, or communications; trap enemies in alleys, elevators, locked rooms, crowds, or bureaucracy; attack with collapsing masonry, living steel, broken glass, electrical surge, or the wrath of the city as a heavy weapon; remove 3 Injury, Fear, Fatigue, Stress, Glitch, Wanted, Debt, or Dishonor points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of crowds, infrastructure, architecture, machines, streets, surveillance, or urban spirits.

WEIRD SORCERY (POP MAGIC)

Spend Power to use street magic, gothic style, pop occultism, alienation, weaponized irony, borrowed symbols, urban omens, ghost-light glamour, punk defiance, and magic made from whatever still feels true.

* 1 Power point: Create a minor weird effect, affect one nearby target, create a change that lasts a few seconds, read the mood of a room, sense loneliness, grief, ghosts, curses, lies, or hidden magic, dim lights, chill the air, make shadows move, mark a sign with lipstick, ink, smoke, blood, or graffiti, speak through a song lyric, mirror, cigarette, screen, or old photograph, attack with spite, glamour, or shadow as an light weapon, learn a clue through dreams, street signs, music, rumors, tarot, trash, fashion, or coincidence, perform a stylish occult trick, or gain protection as light armor for one minute.

* 2 Power points: Create a strong weird effect, affect several nearby targets, last for several minutes, vanish into a crowd or shadow, create a gothic glamour or urban illusion over a nearby area, curse someone with bad luck, heartbreak, shame, fear, or obsession, charm or unsettle a target with style and attitude, call a ghost, stray animal, scene kid, street contact, or minor spirit as a helper, attack with shadow, sound, glass, spite, or pop-occult force as a medium weapon, remove 1 Fear, Stress, Madness, Wanted, Debt, Dishonor, or Corruption point through confession, performance, escape, reinvention, or refusing to care, gain protection as medium armor for one minute, or briefly control the emotional tone of a scene.

* 3 Power points: Create a major weird effect, affect a far target through a name, rumor, song, photograph, online trace, personal object, broken promise, or shared heartbreak; last for a full scene or an hour; turn a place into a haunted stage, dream club, occult squat, cursed alley, or symbolic underworld; summon, bind, question, or banish a ghost, muse, shadow, urban spirit, or forgotten god; make an illusion painfully meaningful; curse a relationship, reputation, identity, or secret; attack with black glamour, ghost-fire, broken glass, or weaponized alienation as a heavy weapon; remove 3 Fear, Stress, Madness, Wanted, Debt, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of identity, grief, glamour, ghosts, irony, loneliness, rebellion, or borrowed magic.