Ravimarga Gifts

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Fantasy AGE Arcana

The following Arcana from the Fantasy AGE core rulebook may be used in Ravimarga:

  • Gifts of the Air: Air Arcana. A Gift best known to be wielded by the Firewind Adepts, as well as the many natural sorcerers among the Amagari.
  • Gifts of the Earth: Earth Arcana. A Gift whose best expression is that mastered by the Drongimar.
  • Gifts of the Flame: Fire Arcana. A Gift best known for its draconic masters, as well as the Firewind Adepts.
  • Gifts of Fortune: Fate Arcana. A great many Gifted learn to manipulate the strings of Fate, bestowing luck and fortune on those they favor.
  • Gifts of Heroism: Heroic Arcana. Many Gifted traditions teach its practitioners to use their Gifts to bolster the battle prowess of others, though the ones best known for it are the yajata of the Suryavarna faith.
  • Gifts of the Levin: Lightning Arcana. A fairly uncommon Gift, the Gifts of the Levin are rarely seen.
  • Gifts of Mercy: Healing Arcana. Though there are Gifted healers hither and yon among the myriad peoples, the undisputed masters of these arts are the Tsusni Shulam.
  • Gifts of the Roots: Wood Arcana. A rare gift, whose ultimate expression is found among the Rootsingers of the Orthodoxy.
  • Gifts of the Sight: Divination Arcana. This is most often found among the seers of the Crechaeum, as well as a scattering of oracles and other diviners.
  • Gifts of Sorcery: Power Arcana. Rare is the sorcerer who wields this power; they are known as Giftwrights, and have reputations as the originators for new magics entirely.
  • Gifts of the Void: Shadow Arcana. An almost unheard-of Gift, practiced only by those who are Disciples of the Void.
  • Gifts of the Waters: Water Arcana. A Gift best known for its expression in the magics of the erudael.

New Arcana

The following are new Arcana for use in Ravimarga:

  • Gifts of the Aura: Magics that permit the Gifted to read the soul of a target as colors in his sight, a well-known talent of the Ravibija and other seers.
  • Gifts of Bedazzlement: Gifts that allow the sorcerer to create patterns of light that instill lassitude or even hypnosis in others.
  • Gifts of the Blood: Magics that wield the blood of an ally or foe to boost or erode their physical prowess, found among the Tsusni Shulam.
  • Gifts of the Firewind: Magics used solely by the Firewind Adepts to bolster the speed and maneuverability of ships they are in communion with.
  • Gifts of the Frost: Gifts of ice and cold, most often found among those mages from the Frost Sun system.
  • Gifts of the Mirage: Gifts that involve the weaving of light into illusions and falsehoods, found most often among the Refulgent.
  • Gifts of the Saints: Gifts that allow the Gifted to tap into the long-dead spiritual icons whom the Gifted reveres. Crechaeum seers and yajata of the Suryavarna often master these arts.
  • Gifts of Soul-Flight: Magics used almost exclusively by the Ravibija to cast their consciousness upon skeins of sunlight to travel to other places touched by the light of that sun.
  • Gifts of the Sun: Gifts of great heat and light, a common Gift for many in the Four Suns, particularly among the mystic and Gifted traditions of the Rastram Kanaqa.
  • Gifts of Venom: Magics that empower poisons or even create them wholly out of nothingness, best-known for their use by the Tsusni Shulam.

Wild Gifts

Occasionally a character opens a connection to magical forces without being fully Gifted or trained in the techniques. This works as follows:

  • The character gains access to a single kind of Gift. This Gift is treated as though that Gift were a normal Talent for them.
  • The character immediately gains one of the two Novice spells of that Gift.
  • If the character then later spends a Talent rank on the Gift, he gains the full Novice rank of that Gift.
  • Magic Points: The Magic Points gained with a Wild Gift are a pool of points separate from the Magic Points normally granted by the Mage class.
    • Upon gaining access to the Gift, the character gains a number of Magic Points equal to his bonus in an Ability associated with that Gift, or his Willpower, whichever is greater.
    • Upon gaining the Novice level in the Gift, he also adds an additional +1d6 to that pool.
    • The character than gains another +1d6 points for each additional Talent rank.
    • The character may also spend his Health as Magic Points for the purpose of powering his Wild Gift, drawing on his life's essence to channel that power.