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Creation (pure)
A character can create a small amount (a handful) of one of the basic
elements (fire, air, earth, water) from nothing.
Destruction (pure)
A character can damage a target by dealing damage equal to their level of
success. The player describes what kind of damage it is; it can be anything
from a telekinetic tearing of the subject's body to an eerie, mystical flame,
but it's definitely unnatural.
Enhancement (Instinct)
A character can give bonus dice to any other character's ability check. The
caster makes an opposed ability check against another character's
ability. If the roll succeeds, the levels of success are used as bonus dice in
the check. If the roll fails, the target takes a penalty die.
Conversion (Instinct)
A character can transfer the target's resource points from one resource to
another according to their level of success.
Clairvoyance (sense)
A character can sense magical auras in an object or figure he touches.
Enchantment (Sense)
The character can force the target to act according to his will. The subject
understands what is happening.
A living transformation
The character can transform the target's form into that of another living
thing and transfer the target's resource points at will with transform
focus. This costs at least one instinct point. By spending more instinct
points, the player can:
double or halve the size of the object. If this is not done, the object becomes an object of the same size.
exchange two ability values. If one of the abilities is the target's best, the character does not need to
already have the other.
add a +1 or +2 equipment bonus to the target
add to the const.
Sensitive touch
A character can cast an enchantment without the target noticing that they
are enchanted. Cost: 1 sanity point.
Handicraft
A character can use their crafting or shaping ability magically, causing the
action to take place immediately. A Crafting or Designing ability check is
rolled first and its success levels are bonus dice for the Transmutation
check. Cost: 1 instinct point.
Create anything
A character can create any pure substance with creation focus. Pure matter
does not mean real-world elements: alloy metals and such are allowed. So
you can't create, for example, wood and metal at the same time. Steel, an
alloy metal, is an acceptable product. Price: 1 pure point.
For 1 point, the spell lasts until sunset (or sunrise if the spell is cast at night).
At 3 points, the spell lasts until the end of one moon phase (the end of the week).
With 6 points, the spell can be continued until the next solar eclipse (end of the month).
With 10 points, the spell can be continued for an entire solar cycle (until the next equinox).
The art of magical contagion
According to the laws of trident magic, the character's magic only affects
one target. With this skill, a character can spread their magic across a
group of targets by using points from a focus-related resource.
Price:
Mass creation
A character can create a large amount of matter with creation focus. This
is approximately 25 kg, and the amount doubles for each pure point
used. Matter can take any simple shape, such as a sphere, a wall, or a
cube. Price: 1+ pure points.
Massive damage
The damage done by destruction is the level of success multiplied by the
pure points used. Price: 2+ pure points.
Explosive power
By focusing on another character's ability check, spellcasters can use boost
focus to make the check explosive: every empty, or 0 die, gives a bonus
die that is thrown immediately. The bonus dice from this trick also
explode. Cost: 1 instinct point and 1 point from another character's action-
related power.
Internal damage
A character can damage the target's resources and remove points from
them instead of doing physical damage with destroy focus. Price: 1 pure
point.
Confirm others
A character can use the boost focus to give their own resource points to the
target. Points must be used immediately.
Spells
Spells are pre-determined ways of using trident magic by players or
gamemasters. The following are some examples of spells. More on
creating spells on page 94.
Shredding (destruction)
The spellcaster can destroy the resources of any visible character. The
spell destroys resource points equal to twice the caster's success levels.
Price: 3 pure points.
Invisibility (enchanting)
Those surrounding the target of this spell cannot see the target. (The spell
doesn't affect animals with a sense of smell, though they can be confused.)
Although the spell is instantly dispelled if more than 25 people look at the
target, it doesn't happen often. If someone is specifically looking for a
target, they can roll a resistance check against the success level of this
spell. The effect lasts for one hour.
Cost: 3 sanity points.
Magic Duration Skill: Effect lasts until the next solar eclipse = 6 instincts.
Transmutation: Living Transmutation: 1 base point + 2 ability exchange + 1 claw = 4 instincts.
Total price: 6 + 4 - 1 = 9 instincts.