Magic is the fuel that drives Mitheirn. It is the lifeblood of gods, mortals, demons, and everything in between. Wild and dangerous, magic is capable of creating vast cataclysms and delicate changes in the smallest creatures. Without magic, the world literally could not exist.
Magic exists independently of life, but is easily shaped by living things. It seeks out dreams and thoughts, and in the absence of such things will create echoes of them. When a mind is within reach, magic will be shaped by its unconscious desires and fears.
In the early days of the world, magic raged unchecked across Mitheirn. Now it is given direction through the Tower of Souls. Magic is also rooted in enchantments, powerful entities, and living beings. Some areas, called wellsprings, are filled with magic in its purest form. These places hearken back to the ancient chaos, and are both highly prized and feared by mages.
While magic can never completely tamed, it can be channeled, shaped and stored. Some beings can naturally direct magic to use Inherent Powers. A disciplined mind can be taught methods of using magic to achieve wondrous effects known as Spells. Some of the mighiest beings may even grant miracles to mortals.
The conscious manipulation of magic is not simple. The necessary concentration to channel power can drain the mind and body. The use of magic can be exhausting. Even if the mage is able to withstand the mental and physical toll, magic still leaves its mark. It is a force of change, and when an individual uses magic, he is changed in subtle ways. Sometimes these changes are temporary, sometimes they last for a lifetime. Most who use magic refer to this as "the Price" or more commonly, backlash.
Backlash is not necessarily seen as a negative thing. It is simply the cost of using magic. However, backlash effects can distinguish the magic-user from ordinary people. He may develop a strange aura or an odd appearance. On occasion, backlash can be harmful as its changes overstress the mage's body.
Students of magic know that the power naturally takes four forms. These forms of magic make different demands on those who shape them, and can sometimes oppose each other. Some races may only control some of these forms.
Elementalism is the power of the six physical elements of Air, Earth, Fire, Metal, Water, and Wood, which are directed by the seventh element of Spirit. Practitioners of elemental magic often feel an affinity for the natural world and see their arts as a heightened form of the instinctive power-shaping of all living beings. Elemental magic deals with the manipulation of the natural world.
Faithwork may be the most common form of magic. Mortal belief is a potent force. Its energy feeds the gods, and can even be tapped by the mightiest elementals and demons. Some mortals develop a constant connection to their patrons, through which they can call on miracles. These miracles may be blessings, curses, healings or the vengeance of the gods.
Mindcraft is the rarest form of magic. This is the mastery of thoughts and willpower to channel magic in esoteric ways. Mindcraft is subtle and hard to resist, but requires powerful concentration and discipline. This magic is best at sharing thoughts, creating illusions, improving one's body, and exerting invisible force.
Sorcery is the most varied and challenging form of magic. A sorcerer shapes magic in its rawest form, before it takes on elemental resonance, is marked by belief, or is directed by thoughts. Through painstaking study, the sorcerer learns how to weave chaotic power into a dizzying array of spells. Sorcery does not lend itself to any one effect better than another. While its potential is vast, sorcery is dangerous. A careless sorcerer may unleash horrors not within the reach of other magics, and may suffer greater harm if his skill is not equal to his ambition.
Magic uses the structure of Powers from Mutants & Masterminds Second Edition (pgs 66-115) to describe its effects. Magic also makes use of rules from the Mastermind's Manual and Ultimate Power books, such as Power-Ups (MaMa, pg. 62), Energy Points (MaMa, pg. 72), Power Boosters (MaMa, pg. 72), Alternate Progressions (MaMa pg. 73), and Taint (MaMa, pgs. 87-91). New powers and alterations listed in the Ultimate Power book may be permitted as either an Inherent Power or Spell, with the GM's approval.
There are many modifications to these rules for use in Mitheirn.
Every magic effect is purchased as a power, with power points, although it may be an Inherent Power or Spell depending on the character's concept. Your race may permit a range of inherent powers, and the Inherent Power feat may allow for more sources of powers. The other type of effect is the magic spell, and will require the appropriate feats to be taken. Spell effects are limited by the particular form of magic.
All effects are purchased with power points. Costs remain the same as in M&M2E, as do costs for extras, flaws, feats and drawbacks. It should be noted that the GM may not allow specific power builds. No power or spell may have more ranks than your current Power Level.
All forms of magic have the "magic" descriptor. Further descriptors must include either inherent power, spell, elementalism, faithwork, mindcraft, or sorcery. Descriptors based on the actual effects may also be permitted, such as "fire," "venom," or "cursed."
Inherent powers do not have to be noticeable, unless your character's race requires it. Most spells will be noticeable, although some, such as mindcraft spells, may be given the Subtle extra.
Power effect types remain the same as described on page 68 of M&M2E.
The use of any form of magic requires focus and will, and comes with a price — the expenditure of the mystic energy carried by all living creatures. This energy is referred to scholars of arcane lore as Mana.
Some people have only a little Mana, while others brim with the power. Those who learn the ways of magic are able to absorb and channel large amounts of Mana from many sources.
Mana is a calculated characteristic, listed beside Hero Points. It is based on one of character's Abilities. It can also be improved with Feats or power points. The Mana score can be a large number in comparison to most characteristics.
Calculating Mana: Characters without a Magic Feat use either Constitution or Wisdom bonus, whichever is higher. Characters without a bonus in either Ability or possess Ability penalties have a minimum of 2 Mana per size category.
Characters with a Magic Feat may use the Ability bonus linked to that form of magic, such as Constitution bonus for Inherent Power, or Charisma bonus for Faithwork.
A character with more than one form of Magic Feat must choose one of the linked Abilities for the character's base Ability. This basis cannot be changed, even if another Ability eventually has a higher bonus.
The Ability bonus is multiplied by 4 for base Mana. Each rank of every Magic Feat adds +2 Mana. The player may also adds +2 mana for every 1 power point. Mana has no Power Level limit.
For example, Baradan is PL 5, Str 10, Dex 14, Con 16, Int 12, Wis 18, Cha 12. He has the magic Feats Inherent Power (Eulae) 2 and Elementalism 5.
He chooses Wisdom bonus for his base Mana. His bonus is +4, for base Mana of (4 x 4) = 16. He has a total of 7 ranks of Magic Feats, for an additional (7 x 2) = 14 Mana. The player then chooses to spend 5 power points in Mana for (5 x 2) = 10 more Mana. Baradan's total Mana is 40.
Characteristic Guidelines: The Mana characteristic determines the character's maximum amount of Mana that can he can store. It also provides a pool of points which are spent during gameplay. The Mana pool can be reduced without altering the Mana characteristic.
Drain effects which target Mana typically only target the pool. If an effect specifically reduces the Mana characteristic, the character will resist with the save linked to the base Ability — for example, Will save for Wisdom. If his Mana characteristic is lowered below his current Mana pool, he loses those points of Mana.
The Mana Pool can be spent to power magical effects, from casting spells to making use of magic items.
Mana Cost: Magical effects cost 1 point of Mana per rank in the effect. Spells with Extras cost an additional +1 Mana per Extra. Spells with Flaws cost -1 Mana per Flaw. The minimum cost to any spell is 1 Mana.
Marshalling Energies: The caster may further reduce the cost of an effect by increasing the time required to cast, as if taking the appropriate Flaw. So a spell that normally requires a move action to cast that is increased to a full round action will cost -2 Mana (-1 for move to standard action, -1 for standard to full round action). Further delays of casting times will double the previous time, so after a full round action, the spell will require 2 rounds, then 4 rounds, then 8 rounds, and so on.
Dimming The Light: The caster may also choose to not cast the spell at full effect. Spells which require a certain number of ranks to function properly, such as an Immunity or Concealment, may not have their ranks lowered in this way. The spells will function in all ways as if it were at this lower ranks, with reduced area, range, duration, and resistance to Nullify.
Extra Effort: The use of Extra or Extraordinary Effort with a magical effect increases the Mana cost by +2 per level of effort, regardless of whether the caster is increasing power ranks or adding a power feat. If the caster chooses to suffer Backlash rather than taking a Fatigue level, he may pay for the Extra Effort with part of the Mana recovered from the Backlash point.
Continuous and Permanent Effects: Inherent Powers which are not explicitly granted by the character's racial template, and which have either Continuous or Permanent duration, must be paid for from the character's Mana pool. The mana invested in Continuous powers may not be recovered while the effect is active. Permanent effects have their cost reduced to 1 Mana, regardless of the effect's rank. This Mana will only be recovered if the power is Nullified.
Magic Items: If a character attempts to use a magic item that is not bonded to an owner, he may spend his own Mana to power the item's effects. Each effect costs +1 Mana if the item is not bonded. If it is bonded to another person, the character must roll a Will save (DC 10 + ranks in Magic Item) and add +2 Mana for each effect.
If the magic item is bonded to the character, he gains access to that item's internal Mana pool. This pool cannot exceed 10 Mana per rank in Device. If a device's Mana pool is drained completely, the item must be given at least 1 point of Mana within 1 month per rank in Device or its Permanent Duration will be converted to the Enchantment Duration — at the end of which, the item is no longer magical.
Low Mana: When a character's Mana drops below his base amount — that is, the amount determined by his Ability bonus or size — then he will suffer a -1 penalty to all checks and saves. When his Mana drops to 1, he will be at -2 to all checks and saves.
A character who drops to 0 Mana pool will be stunned, and may only take actions to recover Mana.
A character can always sense how much Mana he has available. He may choose to recover Mana at any time.
A character cannot recover Mana from active effects with non-Instant durations, until those effects are ended.
The following four methods of recovering Mana are available to all characters:
Time: All livings beings recover Mana naturally over time. A character always recovers 2 points an hour, at the end of the hour. For every hour of mild activity or relaxation, he will gain 4 points, and an hour of sleep gives him 6 points.
Mana spent on Rituals is recovered at a rate of 1 point per day. A day of mild activity recovers 2 points per day of mild activity, while a day of rest recovers 4 points.
Hero Points: A Hero Point recovers 4 points of Mana as a free action.
Fatigue: A level of Fatigue immediately recovers 4 points of Mana as a free action. This Fatigue level is best recovered over time. Attempts to recover these Fatigue levels with Extra Effort or spells add +5 to the recovery DC, and +4 to Mana cost.
Damage: A character's life-force can be converted directly into Mana. Characters without a magic feat may only use this option when they reach 0 Mana. Characters with a magic feat can instinctively recover Mana this way at any time. Recovering Mana in this way a reaction action.
A bruised condition recovers 2 Mana. A bruised condition with a stunned condition recovers 3 Mana. A staggered condition recovers 6 Mana. An unconsciouscondition recovers 8 Mana. The lethal versions of these damage conditions doubles the Mana recovery — so an injured and stunned condition is worth 6 Mana.
If a character is reduced to dying condition while recovering Mana, he also gains a point of Backlash.
Damage levels are difficult to recover quickly. Attempts to recover these damage levels with Extra Effort or magical effects add +5 to the recovery DC, and +4 to Mana cost.
These methods are only available to characters with a magic feat:
Backlash: A character who takes a point of Backlash also recovers 4 points of Mana at the same time. It takes a move action and a Concentration check at DC 10 for a character to willingly suffer Backlash in order to recover Mana.
Sharing: Two characters who practice the same kind of magic may willingly share Mana. The donating character must spend 1 Mana to create the channel, and then donate up to half his total remaining Mana Pool to another character. This is a full-round action for both characters.
Mystic Foci: A focus may hold 10 Mana, which naturally absorbs Mana from the world at a rate of 1 Mana per week (or faster in a wellspring). Any character with a magic feat may drain the Mana from a focus to power his spells. A focus with 0 Mana will evaporate into nothingness in a day. A character with a magic feat may refill a mystic focus with his own Mana.
Wellsprings: When a character is in a wellspring of magic, he doubles the amount of Mana he can recover over time. He may also try to rapidly absorb Mana from the wellspring with a full-round action. He then rolls a check using his base Ability bonus and magic feat ranks against DC 10. If he fails, he cannot attune himself to the wellspring properly and may only gain Mana over time. If he succeeds, he recovers 1 point of Mana for every point he gets above 10. For every successive check he makes, the difficulty of this roll is increased by +2.
Living Creatures: All living creatures have at least 2 Mana per size category, and plants have 1 Mana per 25-foot-diameter area. Creatures with Stamina bonuses have +2 Mana per point of bonus. Sentient creatures have their Mana pools, calculated as normal.
A Drain (Mana, Extra: Vampiric) effect can absorb Mana from living things. When a creature reaches 0 Mana, the creature must attempt to recover Mana. Non-sentient creatures will suffer fatigue and then damage levels until they die. Plants do not suffer nonlethal damage.
Actions for casting magic work as described on page 69 of M&M2E. Inherent powers may take concentration or effort to manifest, but they are part of who you are; these powers may be activated with any sort of action, including Free and Reaction actions. Crafting a spell requires concentration and enough time to yoke chaotic power to your will; and must take at least a Move action, or a Free action with extra effort, even if the Power being used as its basis states otherwise. Because this limitation it is imposed by the setting, it does not qualify as a Flaw and does not reduce point costs.
Range works basically as described on page 69 of M&M2E. Personal, Touch, Ranged and Perception ranges all remain the same.
The Extended Range Chart has been modified. Ranges beyond Rank 4, (1 mile) do not increase at such a steep curve as provided there. Instead, each rank beyond 4 will double the previous range, so that 1 mile becomes 2 miles at Rank 5, and 4 miles at Rank 6.
Please refer to the Extended Range, Time and Value Progression table here instead of the one in the M&M2E book, page 70.
The rules for Duration found on page 70 of M&M2E have been modified for Mitheirn.
Instant: The magic effect takes place instantly. Side effects may remain after the magic is cast, such as a fire spell setting a house ablaze, but the source is gone. Most attacks are Instant. This duration is not changed.
Concentration: These effects last while you concentrate on them. This takes a standard action and may require you to roll your Concentration skill to focus in dangerous circumstances. You may maintain a concentration effect as a move rather than standard action with a skill check at (DC 10 + magic rank). No concentration durations may last longer than 10 minutes x your total ranks in the Concentration skill. If you have 0 ranks in the skill, then you may only concentrate on the effect for 5 minutes.
Sustained: This effect lasts for quite some time, with only minimal maintenance. You only need to use a free action each round to keep the effect going. If you can't take free actions, such as when you are stunned or rendered unconscious, the effect vanishes. You can maintain a sustained effect as a reaction, which allows you to keep it going even when stunned, with a Concentration skill check at (DC 10 + effect rank). No sustained effect may last more than 30 minutes per rank in the effect.
Continuous: While inherent powers may have this duration, spells may not. Spells will automatically shift to Lingering duration. This shift in duration does not give any point cost reductions from a Flaw.
Lingering: This is a new duration category, used primarily by spells. Effects that linger will last at least 1 hour per rank. The Progression feat may increase this duration by x2 each time it is taken.
Lasting: This duration is unchanged.
Enchantment: This is a new duration category, used primarily by enchantments. Enchantments last a base of 1 month per rank, which may be increased by skill rolls or the Progression feat.
Permanent: This duration is unchanged. In general, only inherent powers or enchantments may have permanent duration, either as an Extra or a Flaw. It is rare for any spell to be permanent; such long-term alterations are the province of beings on a scale above most mortals. Spells with a permanent duration are automatically shifted to Lingering duration.
The Time and Value Progression seen on page 70 of M&M2E is written with the scope of super-hero comics in mind. Mitheirn can be epic, but not quite on that scale. In general, every rank of Progression is x 2 the one before. In most cases, the Progression power feat may only be taken 3 times, for a maximum of (the original value) x 8.
Refer to the Extended Range, Time and Value Progression table for this game.
Spells may counter one another in the way described on pages 71-72 of M&M2E. In general, the forms of magic do not oppose one another in a fashion that permits one form able to counter another form. However, in certain parts of Mitheirn, the GM may choose to place Elementalism and Sorcery in opposition, and do the same with Faithwork and Mindcraft.
Inherent powers are rarely used to counter each other.
Base Ability:: Constitution
An inherent power represents how your character adapts to the background magic of Mitheirn. Powers should generally have a personal effect; magic which can be used against others should be basic attacks or limited in scope.
Every racial template has categories of possible inherent powers. In general, only these powers or logical extensions of them may be taken by a character. For example, a kaarsh with Protection may choose to develop the Impervious Extra for that power, but should not be able to develop a Force Field.
No character has to take all or even most of the inherent powers available to his racial template. In fact, most individuals do not; the average eulae may only develop one or two powers in his life. Some people never find a need to use their inherent powers at all. However, others may try to discover the full breadth and scope of their powers, and even seek to learn new powers not normally seen among their races.
The Inherent Power feat is what allows you to access these powers. Most racial templates have this feat as a matter of course. Some may use the feat to access other sources of power, such as devotion to a God or being Chosen by a powerful being.
The GM may permit you to develop unique inherent powers after exposure to incredible magics or after making terrible bargains with magical entities.
Powers gained with the feat may take almost any form, although they should focus on the character's abilities and not on the outside world. For example, having an Alternate Form to become like living water is a reasonable inherent power, but having Water Control is best reserved for a spell.
If an inherent power takes on a scope usually reserved for spells, such as a character who drank the Elixir of Eternal Fire being able to breathe flame at his foes, then the GM may impose extra costs on either the feat or the power itself. This extra cost could take the form of increased Mana cost or always gaining an extra point of Backlash when the power is used.
All inherent powers are based on the power descriptions in M&M2E (pgs 71-115), except where noted. Page numbers are noted beside the power.
Dverekh are attuned to the elements of Earth and Metal. Their inherent powers deal with physical enhancement and connection to their elements.
Eulae live and breathe the magic which gives life to Mitheirn. Their powers are linked to enhancing themselves and others, and influence over the natural world.
Kaarsh are designed to survive and overcome foes. Their powers deal with adapting to adverse conditions, including combat.
A spell is a specific shaping of magic to produce a desired effect. Practitioners call out to the magic, craft it in a specific fashion, and release it into the world. This process can be draining and risky; while it is theoretically possible to fling unshaped magic at a problem and hope for the best, most people rely on practiced patterns to obtain desired results.
Regardless of the form of magic, casting a spell is both a physical and mental process. Not only must the structure of the spell be held in the mind, but the body must channel the power. A caster may need to go through mnemonic motions designed to spark the desired mindset. New casters are given to broad patterns with their hands and complex incantations to direct their thoughts, but even skilled casters mutter softly and make slight gestures.
Spells may not be cast with a Reaction action. They may only be cast as Free actions with extra effort. Most spells must be Move actions or greater; if a spell's base power allows for faster actions, then it is increased to a Move action automatically. As this is a setting element in Mitheirn, this action modifier does not count as a power Flaw.
There are four forms of magic. Each form relies on a different Ability, and has a different purpose. While spells in different forms may have the same effect, their origins and appearance are quite different. For example, an elemental Blast may be a bolt of fire which burns even in the absence of fuel, while a faithwork Blast could be a shimmering ray in a color sacred to one's god, a mindcraft Blast could be translucent blue energy flowing from the caster's mind, and a sorcery Blast can be arcane symbols flashing like lightning through the air.
Because chaotic magic can be so dangerous, most casters prefer to know exactly what their spell can do before they put it into practice. This makes spells seem somewhat more static than powers in a standard Mutants & Masterminds game.
When a spell provides a pool of points, such as Adaptation or Object Mimicry, these points should be spent when the spell is purchased. Spells that permit multiple results, such as Absorption or Drain, must have the specific effect chosen when the spell is learned. Powers that are based around Alternate Powers can be problematic; only Sorcery spells may have the Alternate Power Feat when the spell is first purchased. Once the character has had the spell for some time, he may add Alternate Power Feats to the spell.
The powers listed below are merely examples of spells that fit within each form of magic. Other powers can be added or modified to be part of this form, with the GM's approval. If a spell should have default modifiers, these will be noted in the listing.
Base Ability: Wisdom
Mitheirn is composed of the seven elements: Air, Earth, Fire, Metal, Water and Wood, which are given form by Spirit. This is the magic of the world itself, the power that is often found in animals and called up most easily by the base emotions.
As an elementalist, you must be aware of your instincts and drives. You do not necessarily control your emotions; rather, you understand your feelings and are able to handle them. Elemental magic is shaped below the level of true thought, but you are adept at yoking your subconscious to your conscious mind.
Elementalist spells deal with shaping the component elements, weather, and allows some interaction with animals. It can protect and attack, but has limited options for personal enhancement, healing or divination. Each spell should focus on a specific element descriptor. The nature of some spells suggest appropriate elements, such as Metal for Density or Air for Flight.
Elementalism Power Feat: Additional Element (+1). Allows the same spell to be used with another element. This is effectively an Alternate Power with a new descriptor.
Base Ability: Charisma
There are many gods and other entities on Mitheirn, all of whom draw power from the faith of mortals. The gods, in turn, can return this magic in woven form to their worshippers.
A god may choose to grant a miracle to any mortal he wishes. Only a few of the devoted can develop the rapport with a patron deity which allows him to request miracles on a regular basis. They are the chosen ones, who have impressed their gods in some way. Their prayers are heard more clearly, and carry greater weight. Some students of magic believe that these followers are able to unconsciously shape faith to better feed the gods, and with enough strength could redirect it themselves to deliver miracles to other mortals.
Faithwork spells deal with enhancing or weakening an individual, healing or causing injuries, or bringing blessings or curses to targets. There is some control over phenomena associated with the god in question, such as a god of weather granting the ability to summon winds. Faithwork is not very useful for direct manipulation of the natural world or in combat.
Faithwork Power Feat: Channeled Belief (+1). With this feat, you can draw on the faith of several worshippers to increase the effective power level of the spell. Every 2 worshippers who join in your prayers and provide real belief in the god adds +1 to the power level. This increase alters the Mana cost appropriately. The maximum bonus from additional worshippers is equal to your Charisma bonus.
Base Ability: Intelligence
Mindcraft is based on the fact that thought directs magic. All the mystic forms require a mental structure shaping the raw power, but mindcraft takes this principle to its extreme. As a mindcrafter, you are a student of the psyche. You will learn to meditate, delve into the layers of consciousness, and seek to understand the inner workings of the mind.
This magic is considered esoteric and hard to master. It is not as clearly understandable as sorcery, it is not as primal as elementalism, and unlike faithwork, its source is the mortal mind. Mindcraft spells deal with emotions, illusions, and thoughts. Some spells allow you to directly impact the world by exerting mental force or slip through space.
Mindcraft spells are also good at divination, provide some personal enhancement, and can provide an unexpected edge in dangerous situations.
Mindcraft Power Feat: Marshalling Inner Strength (+1). This feat allows you to gain the benefits of extra effort for this spell without having to necessarily take fatigue. Instead you may increase the Action associated with the spell; taking a Full action for any spell requiring a shorter action, or 2 Full actions when 1 is required. This can only be performed once per day per Intelligence bonus. If you use this feat, you may not also gain the benefits of marshalling your energies for reducing Mana cost.
Base Ability: Intelligence
Sorcerers like to say that they study the most powerful form of magic. This is the cause of debate between scholars, but what is true is that sorcery may be the most versatile magical form.
Sorcery is sometimes described as magical power at its most dangerous. This is not the magic that roots itself in the natural world, but which races wild through Mitheirn. This is magic that twists living creatures and makes nightmares into reality. This magic has been half-shaped by a thousand different desires but was too chaotic to obey any one design until you set your will upon it.
It is said that magic can do anything within imagination. As a sorcerer, you strive to meet this goal. While this style of magic has few limits, it cannot exceed the capabilities of any of the other magic forms. It is less suited for dealing with the raw elements, healing, or direct contact with thoughts.
Sorcery's versatility can be modeled with judicious use of the Alternate Power Feat. When a spell is first purchased, it may have a single Alternate Power, with more available when a spell is improved over time.
Sorcery Power Feat: Unleashing Chaos (+1/+2). With this feat, you may direct untamed power into a given spell. This is the equivalent of extra effort, or extraordinary effort for +2. You will not take fatigue from this effort, but will instead take 2 (for extra) or 3 (for extraordinary) points of Backlash.
Because sorcery includes so many possibilities, the following list will focus on the form's limits. If a power is not listed here and not barred from Mitheirn, then the sorcerer can learn it as a spell.
In general, power modifiers such as Feats, Extras and Flaws are applied as described on pages 108-115 of the M&M2E. However, there are a few specific alterations.
Alternate Power, page 108: Most spells will cause just one effect when they are purchased. The Alternate Power feat allows a single spell to have several different effects linked to its original cost. For this reason, only Sorcery spells may have the Alternate Power feat when first purchased. Other spells may only gain Alternate Powers when they are improved with power points. The GM should pay special attention that suggested Alternate Powers fit within a logical extension of the original spell. Some inherent powers may allow Alternate Powers if they fit the concept, such as a lycanthrope's multiple forms.
For this reason, powers that are designed as Arrays, such as Cosmic Energy Control, Life Control, Magic, Plasma Control, Power Control, Radiation Control, or Weather Control, are not recommended except for NPCs or high power level games.
Dimensional, page 108: Because dimensional travel in Mitheirn is something that can only be accomplished with a great deal of effort, this feat cannot be taken until PL 10. Note that specific racial templates may ignore this limit.
Progression, page 110: Rather than the progression of 1, 2.5, 5, and 10 given in the M&M2E book, this feat simply doubles the current value. For example, a Blast with Area allows you to target a 5-foot radius per rank. With the Progression feat, the spell's are increases to 10-foot radius per rank, or twice as much. Taken another time, you are able to increase the area to 20-foot radius per rank. The Progression feat may only be taken 3 times.
Fractional Costs: No spell's fractional cost may exceed 2 ranks per power point. Additional modifiers simply count as Drawbacks or as complications. Certain powers such as Immunity may be reduced to a 0-point cost rather than fractional costs.
Most extras work as described on pages 111-114 in M&M2E. A few extras have some minor alterations.
Action, +1/step, page 111: A spell may only be cast with a Reaction action by use of Extra Effort. An extra may not reduce casting time to less than a Move action. An inherent power may be activated with Free or Reaction actions.
Duration, +1/step, page 112: Remember that magic powers and spells have a new duration category of Lingering. In general, spells may not have Continuous or Permanent durations, although certain enchantments may be made permanent. An inherent power may have either Continuous or Permanent durations.
Linked, +0, page 112: The GM may choose not to allow spells to be Linked unless the caster is over PL 10.
Action, -1/step, page 114: Spells based on powers that can be activated with Free or Reaction actions are automatically modified to require a Move action to be cast. This does not reduce the power's cost. Inherent powers do not have to be modified.
Duration, -1/step, page 114: Spells based on powers with Continuous or Permanent durations have their durations automatically reduced to Lingering. This does not provide any modification to cost. Inherent powers may have Continuous or Permanent durations.
Permanent, -1, page 115: This may only apply to inherent powers or certain enchantments.
Tiring, -1, page 115: This adds a fatigue result to any use of the effect.
Uncontrolled -1, page 115: This may only apply to inherent powers. An uncontrolled power adds +1 point of Backlash when the power is activated.
These are not modifiers to a spell or power's cost or design, but rather modifications to how they work within the game. These options are available to all characters, although they may require special knowledge, such as the Occult skill, to be performed correctly.
As seen on pages 131-132 of M&M2E, a magical ritual can be used to emulate a one-use spell, requiring time rather than power points to generate the effects of the spell. This requires an Occult skill check, rather than Knowledge (arcane) or the Ritualist feat. The Ritualist feat adds +4 to Occult checks when creating or performing rituals.
Backlash: Every casting of a ritual will inflict 1 point of Backlash
.Mystic Focus: A focus may provide a +2 circumstance bonus, as may the correct setting, assistants, or performing a well-established and studied ritual. A character conducting a ritual must pay Mana for the ranks of the final magical effect.
Surpassing Limits: Besides creating a one-time spell, a ritual may also increase a known spell's ranks. The caster determines the final rank of the spell he wishes to create through the ritual, although he may not increase the spell to more than double his power level. He must make an Occult check at DC 10 + (final spell rank).
A ritual may exceed several normal limits on the game, such as permitting more than 3 ranks of the Progression power feat to applied to the ritual spell, or to allowing a ritual's Duration to be Continuous.
Every use of a ritual to exceed normal magic limits count as Extra Effort. The Mana cost of a ritual that exceeds PL limits is the final rank of the spell, +2 Mana for Extra Effort, +1 point of Backlash, or a level of Fatigue. The GM may choose to apply more points of Backlash or levels of Fatigue, depending on the final effect of the ritual spell. For example, a Drain 10 (Constitution, Duration: Continuous, No Save, Triggered, Subtle) cast on a target to enforce a Geas may earn the caster 5 or more points of Backlash.
Ritual Time: The ritual takes 4 hours per rank to create, plus 10 minutes per rank to cast. The caster may choose to take 10 or take 20 on the ritual, although the time constraints make doing this quite uncommon. A ritual may be interrupted during this time by removing the primary caster, or by scattering the tools being used in the ritual.
Assistance: Every assistant in a ritual must pay 1 Mana to provide their assistance. Each assistant then may perform Aid actions to assist the Occult check, and may freely share Mana with the lead caster.
Improvising Rituals: If the caster is in a hurry, he may try to improvise the ritual (Jury-Rigging, M&M, pg. 131) to skip the creation part of a ritual and reduce casting time to 1 round per power point in the spell. He may further reduce the time spent in the ritual by 1/2 by adding another +5 to the Occult check.
Improvised rituals may not be used to exceed power level limits. Improvising adds +4 Mana to the final cost of the ritual for every reduction, and inflicts 1 point of Backlash.
Ritual Mana Recovery: The creation of a ritual is a very complex and dangerous use of Mana. The Mana spent in a ritual is recovered at a much slower rate than normal.
Magic Items are created through enchantments. Enchantments are not simple to design or prepare, and require an Occult roll, DC 15 (+ spell rank). If the roll fails, the object is not properly prepared and the spell will take effect as usual, possibly damaging the item.
An enchantment takes at least 5 hours per rank of the spell to create. You may take 10 or 20 if you wish, although the time constraints involved (50 hours or 100 hours per rank of the spell) means that this will probably be a rare event. You may take breaks of no more than 4 hours for every 20 hours of the ritual, but may not cast other spells or leave the ritual area. You may choose to enchant something quickly, adding +2 to the skill's DC for every -1 hour per rank. No enchantment can take less than an hour per rank to perform (at +10 to the skill's DC). Every individual spell being cast on an item adds its ranks to the ritual time. The GM may choose to limit total number of spell effects that can be enchanted to the campaign's PL.
Items that are Masterwork (page 133, M&M2E) add +2 to the Occult skill check. Items composed of one of the mystic materials may also add bonuses to the skill check.
While enchanting an item, the caster is creating a Mana pool for that item. The enchanter will feed the Mana into the item while casting the ritual. He may give the magic item up to 10 Mana per rank in Device. Assistance may pay 1 Mana in order to put up to half of the total Mana pool into the item.
There are two kinds of enchantments, temporary and permanent.
Temprary Enchantment: enchantmentThe spell will use the Enchantment duration, which is a base of 1 month per rank in the spell, +1 month for every 2 points the skill check DC is exceeded (round down). You are allowed to use extra effort to add the Progression Feat to this duration, increasing the duration by x2. Extraordinary effort may also be used when enchanting an item.
Items with temporary enchantments lose 1 Mana every month until the item's duration is up. If a temporary item has all of its Mana drained, then it has 1 month before it completely loses its magical effects, regardless of remaining duration.
Normal items can be made into Mana receptacles as a temporary enchantment. This makes the item into an effective rank 1 Device with no other magical effects. The Mana pool in this item fades at a rate of 1 Mana per day. Masterwork items will lose 1 Mana every 2 days. Items created with mystic materials will lose 1 Mana every week. Certain mystic materials, such as maban, already have their own Mana pools and cannot be further enchanted.
Permanent Enchantment: When the ritual is completed, you have created a Device, as described on pages 81-82 of M&M2E. You must have the power points to pay for this Device, otherwise it is considered a temporary enchantment. A high Occult skill roll will give you an "enchantment pool" of points that may also be spent on the magic item's creation, adding +1 point to this pool for every point the check exceeds its DC. You must still spend at least 3 real power points to create the Device. The magic item may be used by any character, although you may add the Restricted Power Feat or other limitations. See pages 128-132 of M&M2E for more details on building Devices.
Mana does not drain away from a Device naturally, but if its Mana pool is ever depleted, it must be recharged within 1 month per rank in Device or its Permanent duration will shift to Enchantment duration. If it still is not recharged with Mana at the end of this duration, then the item will no longer be magical.
If you have the assistance of the item's intended recipient for the duration of the design and enchanting process, this individual may pay the Device's final cost with his own power points. Allowing the recipient to pay the final power point cost adds +4 to the Mana cost of the ritual, which must be paid by the caster.
You can usually cast your spells with a minimal need for tools. However, there are many things on Mitheirn which can help you collect and channel magic. These are referred to as mystic foci, and they can provide temporary boosts to your power and hold onto extra Mana.
A focus must be hard to obtain, such as crystals formed in a magical wellspring, a branch from a tree sacred to one's deity, or a vial filled with Essence of Water blessed by a naiad. Some of these may be purchased or gathered, although the costs of buying one should be high, at least 10 eagles or more.
A mystic focus may also hold up to 10 Mana, which can be spent as normal. If the mystic focus is ever drained of Mana, it will disintegrate within a day if it is not recharged.
Use of the mystic focus provides the benefits of extra effort or extraordinary effort without suffering fatigue or spending a hero point. Instead, the caster spends 2 Mana from the pool stored in the focus. A mystic focus may provide this benefit twice per day. If the mystic focus is used for extraordinary effort, it can only pay for two levels of effort; all others must be paid for as normal.
Whenever magic is directed, it marks the one who channels it. When the channel is an element, a place, or an animal, these marks can be extreme. The element could take on the essence of itself, becoming useful as a mystic focus or as a mystic material. If it is a place, it could be weaken the walls of reality and give the magic a place to well up, or allow passage to other dimensions, or simply be filled with an aura. If it is an animal, it could simply be a little smarter than others of its kind, or it could be gargantuan and breathe fire.
When the channel is a person, the power can change his appearance, alter how he interacts with the world, change his personality, or cause him harm. These consequences are seen as annoying and possibly even dangerous, but simply part of the price of working magic. Many ordinary people choose not to study magic simply because they do not wish to pay such a price.
Scholars refer to the changes suffered by channels of magic as backlash. In Mitherin, backlash is a known and often-discussed phenomenon, with many theories as to how and why it takes the forms it does and how to best deal with it.
Backlash is tracked on a character sheet much like Damage or Fatigue Conditions, although Backlash is counted with points.
Backlash can be a consequence of losing too much Mana — characters always recover 4 Mana when they gain a point of Backlash. In many cases, a character will gain Backlash in order to recover these points.
Characters may also gain backlash when they use Extra Effort. Rather than spending a Hero Point to avoid Fatigue levels from Extra Effort, the character may choose to gain a backlash point. This only applies to Extra Effort when casting a spell or using an inherent power. Uses of Extraordinary Effort always come with a point of Backlash.
Characters may also gain Backlash points as a consequence of failing Concentration or Occult checks by more than 5
Backlash is also a consequence of rituals. Each ritual gives at least 1 Backlash point.
Certain racial templates begin play with a certain number of permanent Backlash points. A racial template's permanent Backlash is added to various save DCs and can be "released" into a Backlash effect, but are replenished once the current effect ends.
You may also gain Backlash points from certain magic modifiers or by using extremely powerful magic items.
Backlash points do nothing by themselves, although magical detection abilities may notice a buildup of Backlash. "Minor Backlash" is 1-5 points, "moderate Backlash" is 5-10 points, "major Backlash" is 10-15, and so on. Backlash points indicate how severe your eventual Backlash effect will be.
There are several conditions that may trigger a Backlash effect:
Backlash effects are influenced by the source of the Backlash as well as the whim of the GM. Effects may be ironic and humorous if that fits the style of the game, but are intended to be reasonable consequences of magic. They should not always cause harm, but neither should they always be negligible.
Effects do not have to take only one form. For example, if your effect has 9 points of Backlash in it, you may take a little damage, undergo a minor physical change, and have wild magic playing with the world around you. If you have a specific idea for an interesting effect, you should suggest it to the GM.
Possible Backlash Effects include:
Damage: The simplest way to resolve a Backlash effect is to allow it to cause physical harm. This harm does not have to be wounds appearing from nowhere; you could undergo sudden mutations, burst into flame, or have parts of your body suddenly transformed into glowing gems.
Every point of Backlash released will cause a damage condition. The GM will decide if the damage is non-lethal or lethal; in general, the damage suffered should reflect the manner in which magic was used. Non-lethal or non-combat spells should result in non-lethal damage, while deadly spells should result in lethal damage. The first 5 points suffered will cause bruised or injured results, the next result will be staggered or disabled, the result after that will be an unconscious or dying result.
Alternately, damage may "wrap around," so that after suffering 8 points of non-lethal Backlash damage, any further points will convert a non-lethal result to a lethal result, starting with bruised to injured and growing successively worse.
Mental changes: This can be one of the trickiest effects to enforce. You choose an odd mental behavior in keeping with your character, such as a meticulous scholar becoming obsessed with neatness, or someone with lust for life becoming a complete hedonist. If you already suffer some sort of mental drawback, this becomes emphasized. If you wish, you can even develop a quirk that is not evident in normal play, such as a pacifist developing sadistic tendencies, or a ruthless warrior breaking into romantic poetry.
These behaviors take hold immediately, and may only be avoided if overcoming the mental problem is necessary for your survival. This requires a Will save, DC 10 + (Backlash points released). This save may allow you to act normally, or at least not be overwhelmed with the aberrant behaviors, for at least half an hour. If the effect enhances an existing Drawback, each point adds +2 DC to Will saves against that Drawback. Every successful save reduces the number of points in the effect by -1. Every day that passes also reduces the number of points by -1.
It is possible that if 10 or more points are released into the effect at once the GM may declare the new behavior is now a permanent Drawback, which will not fade with time.
Physical changes: Most racial templates will indicate a change of appearance from an effect, or indicate other physical alterations such as "fertility may be reduced." Whenever an effect takes place, at least a few Backlash points should go into these changes. The more points in the effect, the harder it will be to hide the alterations. Attempts to Disguise the changes will be DC 10 + (Backlash points in effect).
Even if your racial template doesn't have a suggested alteration, Backlash effects are infamous for making people look unusual. Perhaps the Backlash could give you horns, make your eyes glow like fire and give your voice an odd rumbling echo. With more points, you could start to glow softly in darkness, or develop a tail or have multiple eyes open around your body. At large numbers of points, you could develop nonfunctional wings, find your lower limbs transformed into goat legs, or be surrounded by a blood-red aura that constantly whispers foul curses to the world.
These changes generally last for 1 day per point in the effect, although if more than 10 points are released in an effect at once, the GM may decide that it will be a permanent Drawback.
Wild magic: Some students of magic are more concerned about this Backlash effect than even the possibility of having their bodies permanently altered or suffering physical harm. You begin to subconsciously tap into magic with no direction for its final shape. The more Backlash points released into the effect, the more dangerous these spells may be.
Every point in the Backlash effect is spent to "purchase" ranks (not power points) of a spell within the appropriate form of magic. This spell is designed by the GM, although you may add your input, and is cast without need for a Magic save. If the GM wishes to be precise when creating the spell, a point of Backlash will translate to 3 power points. This spell may be mildly helpful to you, but should always be troublesome and potentially dangerous as well.
Minor effects could take the form of winds constantly encircling an elementalist or a mindcrafter projecting your daydreams for all to see. Moderate effects could take the form of a faithworker exuding blazing sunlight or a warrior whose magical hammer shatters stone breaking everything he touches. Major effects could include your protective scales becoming so thick that you cannot move or a sorcerer summoning monsters from miles away. Extreme effects could be a deadly thunderstorm centered over your head or ripping a hole into the Grey Purlieu which allows several beings to cross both ways.
In general, the wild magic will remain according to the usual duration for a spell, although the GM may decide that a release of more than 10 Backlash points will allow the spell to remain for an indefinite period of time.
There are two ways to reduce your store of Backlash points, although no method can allow you to have fewer than your racial template's base number of points.
Backlash will naturally fade at a rate of 1 point per week. This is accompanied with minor Effects, such as a subtle shift in appearance or minor spell effects such as flames rising higher in your presence or causing fear in small animals. This natural loss of Backlash has no game effect; it simply emphasizes the otherworldly nature of those who use magic freely.
The second method is the Cleansing feat. This will allow a point of Backlash to be lost per day of ritual, although the strain of doing this will cause a fatigue condition and bruised damage condition.
The powers in Mutants & Masterminds are extensive, modular, and well-suited to a super-hero game. However, in some cases they need to be altered to fit better into a fantasy game.
The following alterations supersede descriptions found either in Chapter 5: Powers of the M&M2E book (pages 84-115) or the Mastermind's Manual (pages 48-81). Many alterations are based on suggestions in the Ultimate Powers book or on situations arising during playtest of these rules.
These powers as written are not appropriate to the Mitheirn setting: Datalink, Magic (which has been replaced by the Magic rules for this game), and Space Travel. The Device power is used to describe magic items, but is not otherwise considered either an inherent power or magic spell.
Remember to check the Movement rules for powers that increase movement speeds. Movement effects should be marked with overall movement and tactical movement speeds.
These powers are explained in full detail in the Ultimate Powers book, pages 124-203. This is not a complete list of powers in that book, but summaries of powers that may be appropriate to the Mitheirn setting. It is possible to create all of the follows powers using the powers in the Mutants & Masterminds book.
Fatigued means that you cannot move all out or charge, you are -2 to effective Strength and Dexterity, and -1 to attack and defense. Weary means that you are -4 to effective Strength and Dexterity, -2 to attack and defense, and -1 to Will saves. Exhausted means that you move at half normal speed, you are -6 to effective Strength and Dexterity, -3 to attack and defense, and -2 to Will saves. Unconscious is just that; you are unaware of the world and unable to react. Attacks against you are automatically considered lethal.
Characters who take more than one fatigue condition will drop to the next-worst condition. So a caster with the weary condition who takes another fatigued result drops to exhausted. Note that unlike damage conditions (see page 164, M&M2E), fatigue conditions do not alter your Magic Save.
Extended Range, Time and Value Progression
|
Rank |
Range | Time |
| 1 | 10 feet | 3 seconds (1 action) |
| 2 | 100 feet | 6 seconds (1 round) |
| 3 | 1,000 feet | 1 minute, (10 rounds) |
| 4 | 1 mile | 5 minutes |
| 5 | 2 miles | 10 minutes |
| 6 | 4 miles | 30 minutes |
| 7 | 8 miles | 1 hour |
| 8 | 16 miles | 12 hours |
| 9 | 32 miles | 1 day |
| 10 | 64 miles | 3 days |
| 11 | 128 miles | 1 week |
| 12 | 256 miles | 2 weeks |
| 13 | 512 miles | 1 month |
| 14 | 1,024 miles | 6 months |
| 15 | 2,048 miles - (continental) | 1 year |
| 16 | 4,096 miles | 5 years |
| 17 | 8,192 miles | 10 years |
| 18 | 16,384 miles | 50 years |
| 19 | 32,768 miles - (anywhere on Mitheirn) | 100 years |
| 20 | 65,536 - (to Tala) | 500 years |
Value: Every rank of progression is x2 the previous value. To speed up these estimations, the progression is: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1,024, 2,048, 4,096, 8,192, 16,384, 32,768, 65,536, 131,072, 262,144, 524,288.
Dverekh do not think of their inherent powers as uses of magic. They instead see these abilities as expressions of their elemental nature. They do not care to draw attention to their inherent powers, and sometimes look down on those dverekh who rely on their powers a great deal.
Dverekh who gain Backlash from using their inherent powers often become more rocky or metallic in appearance. They may even gain hollow echoes or a gravelly undertone to their voices. It is rumored that some dverekh who are too enamored of their inherent powers become nothing more than statues with a memory of a mortal minds. Others wonder if these dverekh eventually transform into pthamin.
Eulae love to use their inherent powers, but have a tendency to overspecialize. One eulae may wish to become a friend of the animals and skilled at moving tracelessly through the woods. Another may wish to become a pinnacle of physical perfection. An eulae may be aware of the many different inherent powers available to him, yet he'll never explore beyond the two or three that seem best suited to his personality.
As an eulae gains more Backlash, some of the nature of his powers become more evident. An empath may develop oversized eyes and begin to blur around the edges, as if he is bleeding into the world and it into him. Eulae who have developed recurring or even permanent Backlash effects are given deference from younger members of their race. At the same time, these eulae are the ones who cause the most worry in their cousin races.
Kaarsh constantly rely on their long-term or permanent inherent powers, but are reluctant to use their other abilities unless necessary. Some kaarsh believe that using their more active abilities is a form of "cheating" in the great struggle — they are of the opinion that a true survivor can overcome all but the greatest challenges without relying on tricks like Animal Mimicry. Other kaarsh believe that it is foolish to not use every advantage they have, and they freely explore the full range of their inherent powers. Some kaarsh, especially those who have lived around their cousin races, have a more balanced approach.
As the kaarsh suffers Backlash effects, he will become more animalistic in appearance and sometimes mindset. Those who have long-term or permanent effects can become monsters, often giving in to the rage they inherited from bloody-eyed Kaa'shan. A few others have learned how to bind that rage to their wills, becoming eerily calm while at the same time developing deadly powers.
Elementalists are people who feel things deeply and yet are not controlled by their emotions. There are two stereotypes of elementalists: the shamans who make every statement into a melodramatic pronouncement and who claim to be able to feel the anger of the skies; and the coolly detached mages who are given to enigmatic pronouncements and who only laugh when they set loose the flames or command the seas.
In truth, every elementalist can only work his magic if he develops the seventh, and most vital, of the elements, Spirit. He has to be able to look into his own heart and not quail at what he sees within. He has to be strong inside so that he can direct the power of the very world itself. This internal balance is intimidating to those who do not share an elementalist's self-possession.
Backlash effects for elementalists often involve their spells manifesting in small ways, such as fire flickering along the strands of his hair or the ground trembling slightly when he walks.
Faithworkers are a paradoxical lot. Almost anyone can be a potential faithworker — all they lack is monumental faith in a god. The sort of person who casually prays to a few gods or attends a church but doesn't take religion seriously does not cast miracles. Only those who know without a doubt that their gods are listening, and that they will be answered, can reliably cast faithwork spells.
Most faithworkers are very strong personalities. Even an outwardly-weak and ineffectual faithworker is able to subtly manipulate those around him, inspiring their sympathy, pity, or anger at will. They may have strong self-confidence or place their entire egos in the hands of their gods. They are not always well-liked, and in fact are sometimes despised. Fanatics can be unsettling to those of less certain faith, and even the most thoughtful and friendly is literally holier than thou.
A faithworker's Backlash effects mark him as a follower of his god, such as a leaves and barklike skin appearing on a priest of Lolnak or swiftly-shifting moods and the presence of mist surrounds one of Mafá's chosen.
Mindcrafters are clever. They think things through whenever they can. Even when a crisis hits and they have to react quickly, they are plotting several moves ahead. Mindcrafters are not always wise, and their plans may leave out important steps, but they cannot stop trying to organize things in their mind. Whenever they work magic, they hold complex structures in their heads to direct the power. They instinctively seek similar mental challenges all the time, just as a warrior is always looking to practice and improve his skill.
Mindcrafters do not have to think of themselves as intellectuals, and in fact they don't have to be educated at all. But they are the ones who will watch and learn when given a chance, who will try to reason through a problem, and may get caught contemplating their own navels. They can also be quick-witted, reacting instantly while others are still trying to understand what's going on.
Backlash for a mindcrafter is often mental, trapping him into specific trains of thought or turning his own thoughts against him. Some backlash effects will cause the mindcrafter to project his own emotions or thoughts willy-nilly.
Sorcerers share two qualities: they are dedicated, and they love the rush of power. A sorcerer puts his mind and body on the line every time he casts a spell, and the feeling when the magic runs through him into a successful weave is indescribable. Even a failed save is a thrill, although it can be painful. Some who study magic are frightened of the rush, and this can lead them to make mistakes or to give up sorcery altogether. Others become addicted to it, and will use magic for even the most menial of tasks.
This is not to say that sorcerers are addled by magic, focused on nothing but the next chance to cast a spell. Those without self-discipline do not last very long. The rush of magic is just one reason why so many people are willing to take the very large risks involved in learning sorcery. They must be able to study, and study some more, and then open themselves up to grave harm in order to put their lessons into practice. There is something of the daredevil and the scholar both in a sorcerer.
Sorcery Backlash effects can be amusing or painful or both at once. They usually take the form of magic run wild, summoning tiny imps to bedevil the sorcerer or causing a rain of small iron pins or a thousand other effects. Sorcery backlashes have been known to rip holes into nearby dimensions or to simply lower the temperature by two degrees.
The Magic Item feat allows you to start the game with an enchanted piece of equipment. Ideas for these items can be found on the Equipment page, or in any fantasy roleplaying game.
It may be difficult to convert another game's magic items to Mutants & Masterminds rules. True20 game mechanics are very similar, and so items from such gome books are preferred. Magic items found in Dungeons & Dragons and other d20-based fantasy games are best used as inspirations for Mitheirn. It is better to look at a ring that grants ranks of Concealment (visual) rather than trying to make a Ring of Invisibility that works in exactly the same way as described in a Dungeon Master's Guide.