Source: Conduit (5 Points)
You’re a gateway to an extradimensional source of energy, and your powers are a careful application of that force.
Permission: One Power (1 Point)
You can have any one Hyperstat, Hyperskill, or Miracle—but only one. (This can still be pretty broad with a “Variable Effect” Miracle such as Cosmic Power, page 143 .)
Qualities: A D U.
Attacks Extras and Flaws: Duration +2, If/Then (must be used for Variable Effect) –1, Variable Effect +4. Capacities: N/A.
Defends Extras and Flaws: Duration +2, If/Then (must be used for Variable Effect) –1, Variable Effect +4. Capacities: N/A.
Useful Extras and Flaws: Duration +2, If/Then (must be used for Variable Effect) –1, Variable Effect +4. Capacities: N/A.
Effect: With a successful roll you can temporarily manifest any new Miracle that you wish. Cosmic Power by itself does nothing, but it can emulate any power. Use the Variable Effect Extra to “transfer” each die of Cosmic Power to a separate power for the duration, and spend Willpower to gain new Extras and Power Quality Levels, such as increased damage or protection.
Schools of Magic
Dice are bought for each school of magic. The Mystic can take any action that falls under that school
Mystics build the effects of their powers within the scope of their school and get a threshold. If they roll lower than the threshold nothing happens and they pay the threshold in willpower. if the roll exceeds the threshold the spell is successful.Dice are divided between each school the Mage wants to use.
This school is focused on protective spells, as well as spells which cancel or interfere with other spells, magical effects or supernatural abilities, such as Break Enchantment, Dimensional Anchor, Dispel Magic or Remove Curse. Wizards who specialize in this school are known as Abjurers.
Alteration/Transmutation or Transmutation
This school is known as Alteration/Transmutation prior to 3rd edition, and as Transmutation in 3rd and 3.5 editions. Spells in this school alter the properties of their targets. Examples include Bull’s Strength, Fabricate, Polymorph, Plant Growth, Move Earth, and Water Breathing. In 3rd edition, many non-mind-affecting spells from 2nd edition’s Enchantment/Charm school were moved to the Transmutation school. Wizards who specialize in this school are known as Transmuters.
Conjuration or Conjuration/Summoning
This school, known as Conjuration in 3rd and 3.5 editions and Conjuration/Summoning in earlier editions, is focused on instantaneous transportation, conjuring manifestations of creatures, energy or objects, and object creation. In 3rd and 3.5 editions, healing spells are also part of the conjuration school, however of the three core arcane classes, these spells are generally restricted to bards. In 3rd and 3.5 editions, Conjuration is divided into five subschools: calling (spells which physically transport extraplanar creatures to the caster, as well as granting them the ability to return to where they were called from), creation, healing, summoning (teleporting objects to the caster’s location and/or causing creatures to physically manifest at the caster’s location), and teleportation (instantly transporting creatures and/or objects). Wizards who specialize in this school are known as Conjurers.
This school is focused on acquiring information. In 2nd edition, Divination was divided into two schools: Lesser Divination (all Divination spells up to 4th level) and Greater Divination (all Divination spells of 5th level or higher) in order to prevent specialist wizards from losing access to certain utility spells such as Detect Magic, Identify and Read Magic, serving a similar purpose to 3rd edition’s Universal Magic. In 3rd and 3.5 editions, Divination has one subschool: scrying, whose spells create invisible magical sensors which provide the caster with information; these sensors can be detected and dispelled. Wizards who specialize in this school are known as Diviners.
Enchantment or Enchantment/Charm
This school, known as Enchantment/Charm prior to 3rd edition and Enchantment in 3rd and 3.5 editions, changed dramatically in 3rd edition, when all non-mind-affecting spells were removed from the school and many were moved to Transmutation. In 3rd and 3.5 editions, all Enchantment spells are mind-affecting and Enchantment is divided into two subschools: compulsion and charm. Charm spells, such as Charm Person or Symbol of Persuasion, affect the targets’ attitudes, usually making them act more favorably toward the caster. Compulsion spells such as Confusion, Dominate Monster, Feeblemind, Sleep, Suggestion or Zone of Truth, can force the targets’ to act in a certain way or avoid certain actions, affect the targets’ emotions or affect the targets’ minds in other ways. The Compulsion subschool also includes buffs, such as Aid and Heroism. Wizards who specialize in this school are known as Enchanters.
Evocation or Invocation/Evocation
This school is called Invocation/Evocation prior to 3rd edition, and Evocation in 3rd and 3.5 editions. In 3rd and 3.5 editions, Evocation is focused on damaging energy-based spells such as Fireball, Lightning Bolt, and Cone of Cold. It also includes conjurations of magical energy, such as Wall of Force, Darkness, Light, Leomund’s Tiny Hut, and the Bigby’s Hand spells. Wizards who specialize in this school are known as Evokers.
Illusion or Illusion/PhantasmThis school is known as Illusion/Phantasm prior to 3rd edition and Illusion in 3rd and 3.5 editions. In 3rd and 3.5 editions, it is divided into five subschools: figment, glamer, pattern, phantasm, and shadow. Figment spells create artificial sensations with no physical substance. Glamer spells alter the target’s sensory properties, and can cause invisibility. Pattern spells create insubstantial images which affect the minds of the viewers, and can inflict harm. Phantasm spells create hallucinations which can be harmful. Shadow spells use magical shadows to create things with physical substance. Wizards who specialize in this school are known as Illusionists.
Necromancy spells involve death, undeath, and the manipulation of life energy. Prior to 3rd edition, healing spells are in the Necromancy school, however these spells are generally restricted to clerics and/or druids. Necromancy can usually be divided into three or four categories: spells that help or create the Undead, like Animate Dead; spells that hurt the Undead, like Disrupt Undead; spells that hurt other people, like Enervation or Vampiric Touch; and spells that manipulate life in order to heal, such as Regenerate or Cure Serious Wounds, which were shifted to the Conjuration school in 3rd edition. Wizards who specialize in this school are known as Necromancers.