Power/Forces (Color = Red, Associated Stat = Intelligence): This school deals with energy in all of its forms (heat, light, electricity, gravity, radiation, sonic, etc.). Individuals skilled in this school can see forms of energy, manipulate them, making them stronger or weaker, concentrate and focus them into devastating attack forms, change one form of energy into another, or destroy them entirely. They cannot transform energy into other substances or living creatures (other schools of magic are needed in conjunction to accomplish these changes). Masters of this school can call forth massive storms, create laser beams, project lighting, or throw fireballs.
In the realm of magic, amidst the swirling currents of arcane and divine energies, there exists a potent and dynamic school known as Power/Forces, often revered by those who wield its might as Envokers. It is a domain where energy bends and weaves at the command of those who have mastered its secrets. Within the halls of study and under the guidance of seasoned mentors, practitioners of Power/Forces delve into the intricate tapestry of energy manipulation. They are wizards skilled in the art of harnessing and shaping the raw forces that flow through the cosmos. Their abilities span a vast spectrum, from conjuring dazzling light to summoning thunderous bolts of lightning, from hurling fiery projectiles to transmuting whispers into resounding roars that shake the very earth.
At its core, the Power/Forces school is a celebration of versatility and adaptability. Its practitioners possess the uncanny ability to tap into the fundamental energies that permeate existence, bending them to their will with finesse and precision. Whether it be the searing intensity of fire or the crackling power of electricity, they wield these forces as extensions of their own being, commanding them with unwavering focus and control; many possess superior intellect.
One of the hallmarks of an accomplished Evoker lies in its capacity to manipulate the elements of nature itself. By changing atmospheric temperature and pressure, they can command the skies to unleash torrents of rain or summon tempests to sweep away their foes. With but a gesture and a whispered incantation, they can shape the very air around them, bending it to their desires and crafting protective barriers to shield themselves and their allies from harm. But the mastery of Power/Forces extends beyond the realms of mere elemental manipulation. It delves into the esoteric and enigmatic forces that govern the universe, such as gravity, magnetism, and radiation. Those who possess the knowledge and skill can bend these forces to their whims, wielding them like a sorcerer's blade to achieve feats that defy conventional understanding.
In the heat of battle, a wizard skilled in the ways of Power/Forces is a force to be reckoned with. They can invert the trajectory of a speeding ballista bolt, causing it to veer off course and strike its sender. They can conjure ethereal barriers that deflect bolts of lightning or release the pent-up potential energy within a stone, unleashing a devastating explosion that engulfs their adversaries in a maelstrom of destruction. Power/Forces wizards can fly, levitate massive structures, and create impenetrable force fields.
First Rank - Developing senses he never knew existed, the mage can now tune himself into Power – seeing electricity, hearing magnetism. With properly focused Spells, the mage can learn to see in spectrums other than visual light and be able to see in the dark. A mage can watch where Power comes and where it goes, although he cannot yet interact with it. However, this school alone allows the mage to intercept and understand the power he sees – electricity is still moving at the speed of light, and Sonics is at the speed of sound. Simple cantrips are possible at this level of skill.
Examples of 1st Rank:
Know Temperature - know the exact temperature inside an open oven or under a shaded tree.
Assess Power Level - know how much power is being used, channeled, or transferred.
Matchlite - convert body heat into a tiny flame
See Sound – Wizard can see sound waves allowing him to see their sources. Loud sounds can be visually overwhelming, and care should be taken.
Second Rank - The mage can now control the Power around him, although in a clumsy fashion. Precision is out of the question, but a mage can still make an effective shield against cold, light, sound, or heat. He can lengthen shadows or bend light by playing with that realm of Power. At this level, the mage can only affect one type of force at a time and only on a personal level – any Power beyond that is uncontrollable. The Mage cannot make Power from nothingness.
Examples of 2nd Rank:
Darken Shadows - diffuse light in the immediate area to enhance stealth skills.
Diffuse Sounds - Reduce the amount of sound in the immediate area.
Static Shock - concentrate ambient electrical energy in an area a discharge in by touch to cause damage.
See Heat - allows the mage to possess infervision in addition to his normal vision.
Finger spark – by focusing bio-electrical energy, the mage can produce light as electricity arches across his fingers.
Resist energy – the mage can increase his personal resistance versus a given type of energy (+1 to Resistance rolls for Heat/Sound/Electricity/Cold)
Third Rank - The mage can now transform one type of energy into another, though the amount of energy transformed is by no means great. He can transform the light from a campfire into sound, effectively making the fire go dark but audible as the crackling sound is enhanced to a low roar. The mage can shield himself from a given energy type by erecting a barrier that deflects a specific type of energy. The mage can also adjust the amount of force that is applied to objects or creatures. He could levitate objects/creatures by altering the force of gravity. Likewise, he could increase the range of a crossbow by increasing the propelling force of the bolt.
Examples of 3rd Rank:
Control Fire - provided a fire has a fuel source, the mage can direct its movement and slightly enhance its intensity.
Banish Sound - create a no-sound zone in his immediate area.
Energy Shield - deflect a given amount of energy (+2 PDR versus a given type of energy)
Fourth Rank - The mage is finally able to grasp and twist the energy. He can give motion to an object, make a fire burn cold, or cause shadows to explode into bursts of light. Mages at this level can fly, hurl lightning, and perform other dramatic enhancements. With other Schools, the mage might even mold the Power into an object or creature. However, the scale is still limited to the minor, personal level. A mage of this level can set a person ablaze but could not do the same to an entire building at once. At this point, a mage could create illusions of light and sound – but without Thought, those illusions would not be interactive.
Examples of 4th Rank:
Fly - adjust gravity on a personal level enough to fly.
Force field - create a personal force field that blocks physical objects (requires additional schools)
Adjust Temperature - heat/cool the temperature in the immediate area
Sonic Scream - Amplify the mage's voice to cause damage and stun creatures
Spotlight – concentrate light from a fire and focus it to illuminate desired location. With the addition of Primal Essence, create bursts of light to blind creatures.
Fifth Rank - The mage has overcome his own boundaries and can now affect force on a much greater scale. Anything that was possible with the lower level of Power now has more potency. The mage can focus light energy from a fire into a laser, cool a lava flow instantly, or reverse gravitational forces, effectively forcing his enemies to 'fall' upwards.
Examples of 5th Rank:
Reverse Gravity - fling objects/creatures upwards.
Freeze - transform a pool of water into solid ice, by removing heat
Force Field – create fields of impenetrable force (by adding Dimension & Distance, these effects can cover large areas).
Sixth Rank - The mage can change one form of force to another – on any scale – and create massive amounts of power from nothingness with the addition of Primal Essence. He can create storms of fire and massive bursts of electricity. Alternatively, he could perform effects with finesse and precision, creating energy bodies, moving force fields, and the like. The wizard’s control is great enough to effect microscopic changes in energy. He can now create magnets with multiple north/south polarities or have a fire that can heat and cool at the same time.
Examples of 6th Rank:
Enflame - my concentrating and focusing heat energy the mage can ignite objects/creatures
Negate Fire - instantly transform heat/light energy into another type of energy which dissipates harmlessly into the environment.
Flameling - transform fire into a towering humanoid shape and control its movements
Radiate – using radiation, he can flood an area with ‘poisonous’ energy.
Seventh Rank - A master of Power & Forces, the mage can now control, focus, defuse, concentrate, or dissipate unseen forces. Self-perpetuating energy sources can be created at this stage. Tiny and ultra-magnitude forces can be manipulated, or they can be created by adding the Primal Essence School.
Examples of 7th Rank:
Fusion - the mage can create and sustain fusion.
Fission - the mage can create and sustain fission
Melt Fantastic Metals – this allows the wizard to make these magical metals malleable.
Mundane vs Magically Enhanced Damage: Mundane damage equates to damage that can be produced by naturally existing forces such as fire or electricity. Let’s assume a mage ignites a campfire using a spell, and his warrior creates a similar campfire using flint & steel. If a hand was placed into each campfire, the amount of damage produced would be the same. Magically Enhanced Damage incorporates raw magical energy into the energy type (requires the additional school of Primal Essence) used to intensify the damage. Thus, a fireball, which is created and fueled by magical energy, would cause more damage than a mundane gas explosion of the same size (force).
Appling Damage: This category refers to damage caused by applied force in conjunction with physical objects. Thus, a rank 5 mage that projects a simple (mundane) fire spell may only cause 2d10 points of damage upon a target. The same mage can potentially lift a 6000 lb - 3 ft boulder and drop it on the same target, producing the same damage multiple times. Although spells vary in design, the fire spell often will not check for accuracy automatically hitting the target, while smashing the target with a levitated rock will require some type of roll to hit the target. Further, the target may be able to dodge the boulder but not necessarily the fire spell. Finally, the total amount of damage the boulder would cause would be relative to its height above the target. A 10 ft drop may only cause roughly 1d6 points of damage, while a 30 ft drop may cause 3d6 points of damage. Keep in mind that the length of time it would take to levitate the boulder to a 30 ft. elevation may take more than 1 combat round. Thus, the mage casting the fire spell could cast two or even three such spells in the same amount of time, effectively increasing his damage output to exceed that of a single boulder.
Also, some types of forces work better versus some targets. Simple logic can account for most of these situations (fire-based spells versus cold or waterborne creatures). Obscure applications (sonic attacks to shatter glass/gems) may require non-weapon skills/lore. In these cases, the GM will often boost the dice type to the next category or allow the mage to re-roll '1's and '2's for better net damage.