Inner Focus Magic
The Six Energies flow through everything and everybody in the World. Most Folk are unaware of their presence or effects, but a special few have learned to manipulate those Energies. These are the practitioners of the Inner Focus Acquired Specialty, and they are capable of amazing physical and mental feats.
Here is the tiered list of the various cantrips, spells, and special abilities available to those who have acquired this Specialty. Click on the name of a spell or effect to see the full description:
The caster alters their normal hearing, giving themself the ability to hear extremely faint sounds. The rustling of tiny creatures scuttling across the ground or burrowing near the surface... the breathing of a hidden creature waiting to spring an ambush... the distant clink of chainmail... sounds like this can not only be heard, but the caster can accurately determine the direction from which they emanate.
Faint sounds generated within 30ft (9m) can be heard as if they were at normal conversation volumes, as can distant sounds from as far as 200ft (60m) away. Conversations that others detect as too muffled to understand can be easiily discerned as well.
Eyes of the Owl
The caster alters their normal eyesight, effectively granting themself Darkvision. In poorly lit environments, the caster is able to see out to a distance of 60ft (9m) as if the area were brightly lit. In environments of total darkness - but not magically induced darkness - the caster is able to see as if the area were torch-lit (i.e. normal vision to 30ft (4.5m), dimly lit vision for another 30ft (4.5m).
Inner Confidence
The caster directs the Energies within them to improve the likelihood of success on their next Skill Check. The next Skill Check performed by the caster after casting this spell gains a +1 per WIL bonus.
The concentration required to achieve this inner gathering of the Energies requires that the caster not take any Movement during the round the spell is cast. The caster utters a focusing sound (a mantra, effectively) which must be Audible.
This effects of this spell are not stackable with themselves. Casting the spell again essentially has no effect. The spell can, however, be stacked with the Tonal spell Inspire Confidence.
Nose of the Hound
The caster alters their normal sense of smell, significantly improving their ability to detect faint scents given off by creatures in their immediate vicinity. Creatures within 30ft (9m) of the caster can be detected whether or not they can be seen. Precise location of the detected creatures is not possible, but general direction can be discerned.
Scents can be blocked by any solid, unbroken surface, but something as small as a keyhole or door seam is enough to permit the effect to work. Normal wind currents do not affect the ability, but various magic spells may (see their spell explanations).
Furthermore, if the creature is of a species or parentage that the caster has encountered in the past, the caster is able to identify the species or parentage.
Recall Detail
The caster directs the Energies within them to enhance their memories and recall details of events and activities they have lived through in their past. This spell's effect is "meta-gaming" in nature; when cast, as long as the player can recall that some event occurred (meeting someone, having a conversation, seeing some spectacle, etc.), the GameMaster should accurately provide any and all details about that event or encounter to the Player.
The concentration required to achieve this inner gathering of the Energies requires that the caster not take any Movement during the round the spell is cast. The caster utters a focusing sound (a mantra, effectively) which must be Audible.
Note: The existence of this spell is not intended to be a substitute for players keeping notes and records. If the GameMaster feels it is being abused, it would not be unreasonable to impose a 50%/50% Pass/Fail die roll to see if the spell succeeds - and if it fails, the caster must wait aa full game day to try again.
Sense Magic
The caster is able to sense the presence of magically enhanced or altered creatures or items within the area of effect. This awareness is a "sensation", the magic triggering the sensation does not reveal itself is any way. By turning slowly in place, the caster can get a general sense of direction from which the sensation emanates, but no indication of strength or exact source is revealed. If multiple magical creatures or entities are within the area of effect, the caster may detect more than one emanation, but only if the sources are well separated. Multiple magical sources closely grouped together (like several items in a chest) will only generate one sensation.
During the round in which this spell is cast, the caster cannot make any movement, other than the slow turning in place mentioned above.
Illusions can only be detected by this spell if the caster is of higher level than the level of the creator of the illusion at the time the illusion was created.
The caster delivers an unarmed melee strike at a target opponent while shouting a syllable/sound that releases a burst of simple elemental energy. This blow does 1d4 (x Damage Multiplier) damage, with the first 1 point (x Damage Multiplier) being assessed as Direct Damage The remainder, if any, reduces the target's Stamina Points. If the target's SP drops to zero, or is already at zero, remaining damage is treated as Direct Damage.
The caster must specify a simple type of Elemental Damage: Fire, Water, Air, or Earth to define the nature of the damage done. The target creature's immunities may reduce or negate the effect of the Cantrip.
Characters who have acquired this Specialty use mental focus, concentration, and sometimes special gestures and utterances to control the flows of the Six Energies within themselves to achieve desired effects.
The majority of the abilities achievable by those with this Specialty manifest and enhanced physical abilities of the caster - often enhanced beyond what would normally be considered possible. Very few involve projecting magical effects beyond the caster. Nevertheless, the range of abilities provided by this Specialty is broad and powerful.
The magic-related Acquired Specialties are designed to allow players to obtain character abilities that other game systems attributed to specific classes.
The Inner Focus Specialty is designed to provide access to abilitites that some systems may call "magic", while others systems call "Chi", or "Ki", or some similar term. These are the abilities that other systems generally attribute to Monk-like classes.
Characters with the Inner Focus Acquired Specialty do not think of themselves as casting spells, but as the effects they provoke are the result of manipulating the Six Energies, they will be referred to in these rules as spells (and/or cantrips), and unless specifically stated otherwise in their individual descriptions, are subject to all of the common rules for spellcasting. This includes Stamina Drain, Spellbook handling, and Preparing Spells.The majority of the abilities achievable by those with this Specialty manifest and enhanced physical abilities of the caster - often enhanced beyond what would normally be considered possible. Very few involve projecting magical effects beyond the caster. Nevertheless, the range of abilities provided by this Specialty is broad and powerful.
The magic-related Acquired Specialties are designed to allow players to obtain character abilities that other game systems attributed to specific classes.
The Inner Focus Specialty is designed to provide access to abilitites that some systems may call "magic", while others systems call "Chi", or "Ki", or some similar term. These are the abilities that other systems generally attribute to Monk-like classes.
Here is the tiered list of the various cantrips, spells, and special abilities available to those who have acquired this Specialty. Click on the name of a spell or effect to see the full description:
Tier 0 Spells (Cantrips)
Ears of the Owl Ears of the Owl
Tier 0 (Cantrip)
Discipline: Inner Focus
Elements: Gesture
Target: self
Duration: 10 minutes
Elements: Gesture
Target: self
Duration: 10 minutes
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: self
Trigger: completion of casting
Range: self
Area of Effect: self
The caster alters their normal hearing, giving themself the ability to hear extremely faint sounds. The rustling of tiny creatures scuttling across the ground or burrowing near the surface... the breathing of a hidden creature waiting to spring an ambush... the distant clink of chainmail... sounds like this can not only be heard, but the caster can accurately determine the direction from which they emanate.
Faint sounds generated within 30ft (9m) can be heard as if they were at normal conversation volumes, as can distant sounds from as far as 200ft (60m) away. Conversations that others detect as too muffled to understand can be easiily discerned as well.
Eyes of the Owl
Tier 0 (Cantrip)
Discipline: Inner Focus
Elements: Gesture
Target: self
Duration: 10 minutes
Elements: Gesture
Target: self
Duration: 10 minutes
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: self
Trigger: completion of casting
Range: self
Area of Effect: self
The caster alters their normal eyesight, effectively granting themself Darkvision. In poorly lit environments, the caster is able to see out to a distance of 60ft (9m) as if the area were brightly lit. In environments of total darkness - but not magically induced darkness - the caster is able to see as if the area were torch-lit (i.e. normal vision to 30ft (4.5m), dimly lit vision for another 30ft (4.5m).
Inner Confidence
Tier 0 (Cantrip)
Discipline: Inner Focus
Elements: Audible
Target: self
Duration: special (see below)
Elements: Audible
Target: self
Duration: special (see below)
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: self
Trigger: completion of casting
Range: self
Area of Effect: self
The caster directs the Energies within them to improve the likelihood of success on their next Skill Check. The next Skill Check performed by the caster after casting this spell gains a +1 per WIL bonus.
The concentration required to achieve this inner gathering of the Energies requires that the caster not take any Movement during the round the spell is cast. The caster utters a focusing sound (a mantra, effectively) which must be Audible.
This effects of this spell are not stackable with themselves. Casting the spell again essentially has no effect. The spell can, however, be stacked with the Tonal spell Inspire Confidence.
Nose of the Hound
Tier 0 (Cantrip)
Discipline: Inner Focus
Elements: Gesture
Target: self
Duration: 1 minute
Elements: Gesture
Target: self
Duration: 1 minute
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: self
Trigger: completion of casting
Range: self
Area of Effect: self
The caster alters their normal sense of smell, significantly improving their ability to detect faint scents given off by creatures in their immediate vicinity. Creatures within 30ft (9m) of the caster can be detected whether or not they can be seen. Precise location of the detected creatures is not possible, but general direction can be discerned.
Scents can be blocked by any solid, unbroken surface, but something as small as a keyhole or door seam is enough to permit the effect to work. Normal wind currents do not affect the ability, but various magic spells may (see their spell explanations).
Furthermore, if the creature is of a species or parentage that the caster has encountered in the past, the caster is able to identify the species or parentage.
Recall Detail
Tier 0 (Cantrip)
Discipline: Inner Focus
Elements: Audible
Target: self
Duration: instantaneous
Elements: Audible
Target: self
Duration: instantaneous
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: self
Trigger: completion of casting
Range: self
Area of Effect: self
The caster directs the Energies within them to enhance their memories and recall details of events and activities they have lived through in their past. This spell's effect is "meta-gaming" in nature; when cast, as long as the player can recall that some event occurred (meeting someone, having a conversation, seeing some spectacle, etc.), the GameMaster should accurately provide any and all details about that event or encounter to the Player.
The concentration required to achieve this inner gathering of the Energies requires that the caster not take any Movement during the round the spell is cast. The caster utters a focusing sound (a mantra, effectively) which must be Audible.
Note: The existence of this spell is not intended to be a substitute for players keeping notes and records. If the GameMaster feels it is being abused, it would not be unreasonable to impose a 50%/50% Pass/Fail die roll to see if the spell succeeds - and if it fails, the caster must wait aa full game day to try again.
Sense Magic
Tier 0 (Cantrip)
Discipline: Inner Focus, Nature
Elements: Gesture
Target: self
Duration: 1 min
Elements: Gesture
Target: self
Duration: 1 min
Rarity: Common
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius sphere
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius sphere
The caster is able to sense the presence of magically enhanced or altered creatures or items within the area of effect. This awareness is a "sensation", the magic triggering the sensation does not reveal itself is any way. By turning slowly in place, the caster can get a general sense of direction from which the sensation emanates, but no indication of strength or exact source is revealed. If multiple magical creatures or entities are within the area of effect, the caster may detect more than one emanation, but only if the sources are well separated. Multiple magical sources closely grouped together (like several items in a chest) will only generate one sensation.
During the round in which this spell is cast, the caster cannot make any movement, other than the slow turning in place mentioned above.
Illusions can only be detected by this spell if the caster is of higher level than the level of the creator of the illusion at the time the illusion was created.
Tier 1 Spells and Abilities
Energy Touch Energy Touch
Tier Cantrip (Cantrip)
Discipline:
Elements: Audible, Gesture
Target: one creature
Duration: instantaneous
Elements: Audible, Gesture
Target: one creature
Duration: instantaneous
Rarity:
Trigger: completion of casting
Range: touch
Area of Effect: target creature
Trigger: completion of casting
Range: touch
Area of Effect: target creature
The caster delivers an unarmed melee strike at a target opponent while shouting a syllable/sound that releases a burst of simple elemental energy. This blow does 1d4 (x Damage Multiplier) damage, with the first 1 point (x Damage Multiplier) being assessed as Direct Damage The remainder, if any, reduces the target's Stamina Points. If the target's SP drops to zero, or is already at zero, remaining damage is treated as Direct Damage.
The caster must specify a simple type of Elemental Damage: Fire, Water, Air, or Earth to define the nature of the damage done. The target creature's immunities may reduce or negate the effect of the Cantrip.
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