Source Pools

Source Pools

A source pool is a way for draw power and use it for abilities, replenishing in a way unique to each source, having a size limited by the statistics setting its maximum and any limiting conditions they may have, including a decrease scaled by their potency compared to others in their particular path.

Elan Path

Aethereal Magic

Aethereal Magic is the highest rung on the elan path. It radiates out from The Aether and The Greylands in small amounts through cold spots and in places where ectoplasm is found in high concentration, such as on the fields of battle where great massacres occurred, and in small amounts in any area where new life is born or a life is lost. Drawing on it is dangerous to an individual's soul, but patience and training can decrease the risk.

An aethereal magic source pool is formed by the (SP + EP) of the individual, has 0 stability, a SP blowback, a WIL check, is resisted by SP if non-physical, and every time it crits the individual adds 4d10 to the damage or other effect.

Cinereal Magic

Cinereal Magic is the second highest rung on the elan path. It draws from the soul and concentration of the individual using it, slowly degrading their soul until it fragments, however, meditating in places of birth and death sometimes allows one to pull threads of fading aethereal magic in order to stitch the wounds in their soul.

A cinereal magic source pool is formed by the (SP + HP -2) of the individual, has 20 stability, a SP blowback, a REA check, is resisted by SP if non-physical, and if it crits the individual adds 2d10 to the damage or other effect to the first crit, and 1d10 any time after.

Tenebrous Magic

Tenebrous Magic is the third rung on the elan path. It draws upon the souls of other individuals, whether living or dead, burning and further fragmenting their essence to release their power.

A tenebrous magic source pool is formed by the (SP + FP -4) of the individual, has 45 stability, a MP blowback, a STR check, is resisted by SP if non-physical, and if it crits the individual adds 15 to the damage or other effect to the first crit, and 1d10 any time after.

Sere Magic

Sere Magic is the bottom rung on the elan path. It draws upon the cor of other creatures, whether living or dead, burning and further fragmenting their essence to release their power.

A sere magic source pool is formed by the (SP + MP -6) of the individual, has 70 stability, a MP blowback, a FIN check, is resisted by SP if non-physical, and if it crits the individual adds 10 to the damage or other effect to the first crit, and 1d10 any time after.

Fervent Path

Primal Magic

Primal Magic is the highest rung on the fervent path, and comes from adecrea and is their primary form of processing the energy of The White Void in order to try to infect aethrixes in order to multiply their numbers, and to launch at Pral in order to combat the pragur. As they send blasts of it against the barriers some aethrixes have, occasionally portions slip inside, punching through multiple realms as it dissipates in the form of a blazing white comet.

A primal magic source pool is formed by the (EP + HP -1) of the individual, has 5 stability, a HP blowback, a REA check, is resisted by MA if non-physical, and every time it crits the individual adds 3d10 to the damage or other effect.

Faith Magic

Faith Magic is the second to highest rung on the fervent path, being created by the focus of numina to channel for power which they may wield in areas they have influence, as well as to bestow on devoted followers.

A faith magic source pool is formed by the (EP + SP -3) of the individual, has 25 stability, a MP blowback, a WIS check, is resisted by SP if non-physical, and every time it crits the individual adds 1d10 and may add an additional 1d10 per favor spent to an associated higher power (such as a numina) to the damage or other effect.

Conduit Magic

Conduit Magic is the third rung on the fervent path. Those who draw on the ambient energy shed off by numina when they convert primal magic into faith magic. Often, powerful followers of numina or other entities working toward ascending toward the power of a numina absorb this energy, but even they cannot absorb it all. Sometimes some, such as the loa, may bestow it to their own servants, while others are able to open their chakras to draw upon the ambient energy itself despite how potent it still remains.

A conduit magic source pool is formed by the (EP + MA -5) of the individual, has 50 stability, a FP blowback, a REA check, is resisted by SP if non-physical, and every time it crits the individual adds 2d10 to the damage or other effect.

Valor Magic

Valor Magic is the fourth and lowest rung on the fervent path. As ambient conduit magic fades, it dissipates out into the environment and the entities within it. Most do not even feel it, but those with the proper mindset and training are able to build it up steadily for later release in a stream of energy through their body, or bursts leaving it to effect other entities and the environment. Many cultures have different names for it, though one must be of a determined mind and sound body to wield it, making it much more common in those practicing martial arts than those using less mobile magic.

A valor magic source pool is formed by the (EP + MP -7) of the individual, has 75 stability, an EP blowback, a STR check, is resisted by SP if non-physical, and if it crits the individual adds 2d10 to the damage or other effect to the first crit, and 1d10 any time after.

Dire Path

Spore Magic

Spore Magic is the highest rung on the dire path. Those who find the hardened blood of a pragur, known as sporestone, are able to wield its chaotic power to affect themselves, other entities, and the environment, however, at the risk of its degradation releasing potential bursts of mutative power. While a sporestone will naturally degrade even without use, it may renew itself when exposed to dark essence back to a maximum of 80% of its previous maximum potency as long as it hasn't entirely dissolved.

A spore magic source pool is formed by the (MA + EP -2) of the individual, has 10 stability, a SP blowback, a WIL check, is resisted by SP if non-physical, and if it crits the individual adds 1d10 and a chance of temporary domain-based mutation to the damage or other effect to the first crit, and 1d10 any time after.

Blood Magic

Blood Magic is the second to highest rung on the dire path. As sporestone dissolves in an environment, it bolsters the potency of the mind and blood of those exposed, sometimes creating lineages and cultures based around this power. In its highest severity, individuals are able to use the blood of others or themselves to create tainted foci known as blood gems and fill them, which may be used to draw the potency of their power forth for impressive results.

A blood magic source pool is formed by the (MA + HP -4) of the individual, has 30 stability, a HP blowback, a STR check, is resisted by MA if non-physical, and if it crits the individual adds 2d10 and -1 HP to the damage or other effect to the first crit, and 2d10 any time after.

Leech Magic

Leech Magic is the third rung on the dire path. As sporestone further dissolves beyond the potency which creates a potential for blood magic, it still affects the body and mind of entities to help them create connections to other beings, either requesting or forcefully taking focus away from them and utilizing that sensation of dominance to bolster their power, allowing them to enact great effect.

A leech magic source pool is formed by the (MA + SP -6) of the individual, has 55 stability, a HP blowback, a WIL check, is resisted by MA if non-physical, deals 1 FP damage every time dealing 1 HP damage and if it crits the individual adds 1d10 to the damage or other effect and reduces their opponent's WIL by 1 with the first crit, and 1d10 to the damage or other effect any time after.

Psionic

Psionic is the fourth and lowest rung on the dire path. While not using magic itself, those with psionic potential owe it to mutation, either created by intentional genetic manipulation, exposure to psionic populations or entities whilst in the womb or not yet fully developed, or the exposure of dissolving sporestone. Those who use psionic power are able to use their minds to affect other entities as well as manipulate the environment around them.

A psionic source pool is formed by the (MA + FP -8) of the individual, has 80 stability, a FP blowback, an INT check, is resisted by MA if non-physical, deals 1 MA damage every time dealing 1 HP damage and if it crits the individual adds 1d10 to the damage or other effect to the first crit, and 1d10 any time after.

Axiomatic Path

True Speech

True Speech is the highest rung on the axiomatic path. True speech allows an individual to speak with the fundamental power which lies in the boundaries of each aethrix and its realms, creating the laws of physics and is often utilized by adecrea, bodel, pragur, living pentachorons and other entities of power beyond that of the numinae. While beings of lesser power than numina may utilize it, the inherent risk makes most entities prone to spreading out any knowledge of true speech words far and wide to lessen the chance of any learning too much to be contained in their body.

A true speech source pool is formed by the (FP + HP -3) of the individual, has 15 stability, a MA blowback, an INT check, is resisted by SP if non-physical, and if it crits the individual triples the damage or other effect to the first crit, and 3d10 any time after.

Semiotics

Semiotics is the second to highest rung of the axiomatic path. It allows an individual to concentrate on their own inherent symbolism of materials to accentuate their power without physically marring them. Often, those who have already used alchemy to distill the essences of materials will further accentuate their properties via semiotics in order to further boost their effects.

A semiotics source pool is formed by the (FP + MP -5) of the individual, has 35 stability, a MP blowback, a FIN check, is resisted by MA if non-physical, and if it crits the individual doubles the damage or other effect to the first crit, and 1d10 any time after.

Signis

Signis is the third rung of the axiomatic path. It allows individuals to demarcate agreed cultural symbolism of materials to accentuate their power, creating a glyph, rune, sigil or other marking which is consistently able to be understood by those of the same culture and training in signis marks. It is often used by those imbuing items with potency of another source's power, such as enchanting a staff with a foci crystal embedded in it to refill the crystal faster or allow it to accentuate any abilities the staff may otherwise be designed to create.

A signis source pool is formed by the (FP + MA -7) of the individual, has 60 stability, a MA blowback, a FIN check, is resisted by MA if non-physical, and if it crits the individual adds 25 damage or other effect to the first crit, and 2d10 any time after.

Henosis

Henosis is the fourth and lowest rung of the axiomatic path. Often used via rituals and unified effort of other means, those who utilize it join with others to create great effect in small or vast distances. Those that use it are able to lessen how much of their own personal pool that they utilize, but take up an amount of time and energy from others trained to coordinate with them or otherwise willing and capable of timing their part during the design of said effort.

A henosis source pool is formed by the (FP + EP -9) of the individual, has 85 stability, a FP blowback, an INT check, is resisted by MA if non-physical, and if it crits the individual adds 1d10 per individual in the ritual to the damage or other effect to the first crit, as well as reducing concentration needed for holding focus by 5% per new individual in the ritual on the first crit, and 1d10 to the damage or other effect any crit time after.

Amalgamate Path

Wild Magic

Wild Magic is the higher rung of the amalgamate path. It radiates out from bodels at the center of many planets, stars, comets and other running through the cracks in a planets crust as leylines, in solar flares, and other forms, all created from the concentration and release of other forms of magic accumulating and pulsing outward. Those who wield wild magic directly often have to use the extremities of their emotions to emphasize and focus their abilities, but as a result of its instability, it will also have the occasional random effect in the environment with the chances of one increasing the more powerful the ability created may be.

A wild magic source pool is formed by the (MA + HP -5) of the individual, has 40 stability, an EP blowback, a WIS check, is resisted by MA if non-physical, and if it crits the individual adds 1d10 to the damage or other effect to the first crit, and a random wild magic effect is rolled by the GM to occur in the environment.

Foci Magic

Foci Magic is the lower rung of the amalgamate path. As wild magic pulses out, it is sometimes becomes absorbed by the shed crystalline skin fragments of bodels known as foci crystals, or other forms of foci. Over time these fragile foci fill up entirely and will keep their magical potency until used, even when leaving a leyline or other area of wild magic. When one drains them for use with foci magic, the chaotic effect of wild magic is lessened, but they must be recharged again by wild magic to remain pure. They may, however, be charged by other magical sources, but will be unable to be used by anything other than that source again until purified.

A foci magic source pool is formed by the (MA + MP -8) of the individual, has 65 stability, a MA blowback, a WIS check, is resisted by MA if non-physical, and if it crits the individual adds 1d10 to the damage or other effect to the first crit.

Dormant Path

Latent Technology

Latent technology is the higher rung of the dormant path. Specifically, latent technology abilities require non-magical and non-psionic technology outside of an individual that requires fuel or power from some means, and as part of that need, a lack of the related item may make an improvised check necessary to use something else similar enough, or be impossible without the prerequisite items or resources.

An latent technology source pool has 95 stability.

Abeyant Technology

Abeyant technology is the middle rung of the dormant path. Specifically, abeyant technology abilities require non-magical and non-psionic technology inside of an individual that requires fuel or power from some means, and as part of that need, a lack of the related item may make an improvised check necessary to use something else similar enough, or be impossible without the prerequisite items or resources.

An abeyant technology source pool has 100 stability.

Catalytic Power

Catalytic Power is the lower rung of the dormant path. Specifically, catalytic power abilities require non-magical and non-psionic materials and energies to be consumed or otherwise absorbed by an individual from some means, and as part of that need, a lack of the related item may make an improvised check necessary to use something else similar enough, or be impossible without the prerequisite items or resources.

A catalytic technology source pool has 90 stability.

Latent, Abeyant and Catalytic share a source pool, known as Potentiality.

An potentiality source pool is formed by the (EP + MA + FP -9) of the individual, an EP blowback, a GM-selected check, is resisted by EP even if non-physical, and if it crits the individual adds 1d10 to the damage or other effect.

Astir Path

Natural

Natural is the second to higher rung of the astir path. All capabilities all species may utilize without the aid of magic, psionics, or technology are natural abilities and skills. As one uses natural abilities, they may further accentuate them with technology, opening the mundane rung. The natural path, however, requires nothing more than passing the related check and having enough vigor.

Natural abilities have 105 stability.

Mundane

Mundane is the lower rung of the astir path. Specifically, mundane abilities require non-magical and non-psionic technology to boost capabilities that do not require fuel or power, and as part of that need, a lack of the related item may make an improvised check necessary to use something else similar enough, or be impossible without the prerequisite items or resources.

Mundane abilities have 110 stability.

Natural and Mundane share a source pool, known as Stamina.

A stamina source pool is formed by the (HP + EP + MP -10) of the individual, an EP blowback, a GM-selected check, is resisted by EP even if non-physical, and if it crits the individual adds 1d10 to the damage or other effect.

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