IMPORTANT NOTE
- There will be no equipment available at the beginning of the group.
- CHECK YOUR RACE for your innate element to start with, if available.
- To learn a new element, you must reach at least 1 major rank in your first element.
- You don’t have to do ONLY magic, and can go into physical as well.
- Allocation point cost is next to the ability like this: Rank - Name (#)
- 30 Allocation Points are available at the start!
Basics
The Magic Tree is for magic combat and abilities, therefore any attacks will be using the SORC stat. You may use allocation points (30 to start with, and more earned through activity in the group) to buy these abilities. This section will describe magical abilities only.
With magic comes three components to each element: Manipulation, Creation, and Sensing.
There are also three ranks of mastery within each of these components - Minor, Moderate, and Major. To be able to reach a Major rank, one must first learn the Minor and then the Moderate ranks.
Any listed abilities in later ranks build on top of abilities that were learned in previous ranks, so if in a moderate manipulation ability you get +1 die to attack, and in the following major manipulation you receive +2 dice to attack, your character will then have a total of +3 dice to attack.
Magic is loosely defined so that you may have fun with how your character chooses to use it within rp. The abilities listed here show magic's mechanical use, but feel free to get creative with the aesthetics, and with what your character chooses to do with their element in their day to day life.
With magic comes three components to each element: Manipulation, Creation, and Sensing.
- Manipulation: Be able to magically manipulate your chosen element, but not create it. This means the chosen element must be somewhere in your immediate environment for you to be able to magically use it. To be able to effectively attack with magic, one must have some degree of mastery in manipulation.
- Creation: Create your chosen element with your own magical ability.
- Sensing: Have a heightened magical awareness of your chosen element.
There are also three ranks of mastery within each of these components - Minor, Moderate, and Major. To be able to reach a Major rank, one must first learn the Minor and then the Moderate ranks.
Any listed abilities in later ranks build on top of abilities that were learned in previous ranks, so if in a moderate manipulation ability you get +1 die to attack, and in the following major manipulation you receive +2 dice to attack, your character will then have a total of +3 dice to attack.
Magic is loosely defined so that you may have fun with how your character chooses to use it within rp. The abilities listed here show magic's mechanical use, but feel free to get creative with the aesthetics, and with what your character chooses to do with their element in their day to day life.
Elements
Inner Circle
Air
Minor
Manipulation (3)
Manipulate gusts of wind.
Creation (3)
Create pressurized air (damage) as big as your fist.
Sense (3)
Sense the weather and toxic fumes.
Manipulation (3)
Manipulate gusts of wind.
Creation (3)
Create pressurized air (damage) as big as your fist.
Sense (3)
Sense the weather and toxic fumes.
Moderate
Manipulation (5)
Air magic attacks +1
Creation (5)
Create sustained winds of 50 mph. Can purify air. Initiative +1.
Sense (5)
Sense the weather and toxic fumes.+ Heightened sense of smell
Manipulation (5)
Air magic attacks +1
Creation (5)
Create sustained winds of 50 mph. Can purify air. Initiative +1.
Sense (5)
Sense the weather and toxic fumes.+ Heightened sense of smell
Major
Manipulation (7)
Air magic attacks +2.
Creation (7)
Create sustained winds of 70 mph. Initiative +1.
Sense (7)
Sense the weather by the hour, can pinpoint smells and define fumes.
Manipulation (7)
Air magic attacks +2.
Creation (7)
Create sustained winds of 70 mph. Initiative +1.
Sense (7)
Sense the weather by the hour, can pinpoint smells and define fumes.
fire
Minor
Manipulation (3)
Manipulate flames. Fire magic attacks +1.
Creation (3)
Create small flames as big as your fist.
Sense (3)
Sense heat up to 10 feet away.
Manipulation (3)
Manipulate flames. Fire magic attacks +1.
Creation (3)
Create small flames as big as your fist.
Sense (3)
Sense heat up to 10 feet away.
Moderate
Manipulation (5)
Fire magic attacks +1
Creation (5)
Create flames up to 5ft wide and tall.
Sense (5)
Sense heat up to 30 feet away, and be able to raise temperatures of yourself, the air around you, and objects by a few degrees.
Manipulation (5)
Fire magic attacks +1
Creation (5)
Create flames up to 5ft wide and tall.
Sense (5)
Sense heat up to 30 feet away, and be able to raise temperatures of yourself, the air around you, and objects by a few degrees.
Major
Manipulation (7)
Fire magic attacks +2
Creation (7)
Create flames up to 20ft wide and tall.
Sense (7)
Sense heat up to 60 feet away, and be able to raise temperatures of yourself,
the air around you, others that are still, and objects by up to 20 degrees.
Manipulation (7)
Fire magic attacks +2
Creation (7)
Create flames up to 20ft wide and tall.
Sense (7)
Sense heat up to 60 feet away, and be able to raise temperatures of yourself,
the air around you, others that are still, and objects by up to 20 degrees.
Nature
Minor
Manipulation (3)
Manipulate non sentient life to do your bidding.
Creation (3)
Cause seeds to grow twice as fast. Heal wounds.
Sense (3)
Sense life up to 10 feet away.
Manipulation (3)
Manipulate non sentient life to do your bidding.
Creation (3)
Cause seeds to grow twice as fast. Heal wounds.
Sense (3)
Sense life up to 10 feet away.
Moderate
Manipulation (5)
Nature magic attacks +1
Creation (5)
Cause seeds to grow at an incredibly rapid rate, though they can’t grow bigger than the general size of the actual plant. Heal wounds +1.
Sense (5)
Sense life up to 30 feet away.
Manipulation (5)
Nature magic attacks +1
Creation (5)
Cause seeds to grow at an incredibly rapid rate, though they can’t grow bigger than the general size of the actual plant. Heal wounds +1.
Sense (5)
Sense life up to 30 feet away.
Major
Manipulation (7)
Nature magic attacks +2.
Creation (7)
Seeds grow at a very rapid rate, and can grow 4x larger than they would be normally. Heal wounds +2.
Sense (7)
Sense life up to 60 feet away.
Manipulation (7)
Nature magic attacks +2.
Creation (7)
Seeds grow at a very rapid rate, and can grow 4x larger than they would be normally. Heal wounds +2.
Sense (7)
Sense life up to 60 feet away.
water
Minor
Manipulation (3)
Manipulate water or ice.
Creation (3)
Create an amount of water as big as your fist. Heal wounds +0.
Sense (3)
Sense bodies of water up to 20 ft away. Can freeze water.
Manipulation (3)
Manipulate water or ice.
Creation (3)
Create an amount of water as big as your fist. Heal wounds +0.
Sense (3)
Sense bodies of water up to 20 ft away. Can freeze water.
Moderate
Manipulation (5)
Water magic attacks +1
Creation (5)
Create an amount of water up to 5ft wide and tall. Heal wounds +0.
Sense (5)
Sense bodies of water up to 60 feet away, and be able to lower the temperature of yourself, objects, and others that are still by a few degrees. You can freeze water.
Manipulation (5)
Water magic attacks +1
Creation (5)
Create an amount of water up to 5ft wide and tall. Heal wounds +0.
Sense (5)
Sense bodies of water up to 60 feet away, and be able to lower the temperature of yourself, objects, and others that are still by a few degrees. You can freeze water.
Major
Manipulation (7)
Water magic attacks +2
Creation (7)
Create an amount of water up to 20ft wide and tall. Heal wounds +0
Sense (7)
Sense bodies of water up to 120 feet away, and be able to lower the temperature of yourself, objects, others that are still, and water to the point of freezing it.
Manipulation (7)
Water magic attacks +2
Creation (7)
Create an amount of water up to 20ft wide and tall. Heal wounds +0
Sense (7)
Sense bodies of water up to 120 feet away, and be able to lower the temperature of yourself, objects, others that are still, and water to the point of freezing it.
Outer Circle
Light
Minor
Manipulation (3)
Manipulate light to create small illusions and burning attacks.
Creation (3)
Create small pockets of light as big as your fist. Heal wounds.
Sense (3)
Sense nearby magic and magical objects up to 10 feet away.
Manipulation (3)
Manipulate light to create small illusions and burning attacks.
Creation (3)
Create small pockets of light as big as your fist. Heal wounds.
Sense (3)
Sense nearby magic and magical objects up to 10 feet away.
Moderate
Manipulation (5)
Light magic attacks +1
Creation (5)
Create light up to 5ft wide and tall. Heal wounds +1
Sense (5)
Sense nearby magic and magical objects up to 30 feet away.
Manipulation (5)
Light magic attacks +1
Creation (5)
Create light up to 5ft wide and tall. Heal wounds +1
Sense (5)
Sense nearby magic and magical objects up to 30 feet away.
Major
Manipulation (7)
Light magic attacks +2
Creation (7)
Create light up to 20ft wide and tall. Heal wounds +2
Sense (7)
Sense nearby magic and magical objects up to 60 feet away.
Manipulation (7)
Light magic attacks +2
Creation (7)
Create light up to 20ft wide and tall. Heal wounds +2
Sense (7)
Sense nearby magic and magical objects up to 60 feet away.
dark
Minor
Manipulation (3)
Create shapes from shadow that can attack people.
Creation (3)
Create small pockets of darkness as big as your fist. Can defend yourself or one of your allies against spells (Spell attacks -1 for the next round)
Sense (3)
Can see in the dark.
Manipulation (3)
Create shapes from shadow that can attack people.
Creation (3)
Create small pockets of darkness as big as your fist. Can defend yourself or one of your allies against spells (Spell attacks -1 for the next round)
Sense (3)
Can see in the dark.
Moderate
Manipulation (5)
Dark magic attacks +1
Creation (5)
Create darkness up to 5ft wide and tall. (Defend 4 people of your choosing) (Spell attacks -2 for the next round)
Sense (5)
Can see in the dark, can slightly sense what’s in the dark up to 30 ft away. Nullifies bonus of surprise attacks against them.
Manipulation (5)
Dark magic attacks +1
Creation (5)
Create darkness up to 5ft wide and tall. (Defend 4 people of your choosing) (Spell attacks -2 for the next round)
Sense (5)
Can see in the dark, can slightly sense what’s in the dark up to 30 ft away. Nullifies bonus of surprise attacks against them.
Major
Manipulation (7)
Dark magic attacks +2.
Creation (7)
Create darkness up to 20ft wide and tall. (defend 4 people) (Spell attacks -2 for the next round) Can remove magic from select objects.
Sense (7)
Sense surprise attacks up to 60 feet away and have the opportunity to counter attack the attacker with a single attack.
Manipulation (7)
Dark magic attacks +2.
Creation (7)
Create darkness up to 20ft wide and tall. (defend 4 people) (Spell attacks -2 for the next round) Can remove magic from select objects.
Sense (7)
Sense surprise attacks up to 60 feet away and have the opportunity to counter attack the attacker with a single attack.
Lightning
Minor
Manipulation (3)
Manipulate lightning. Lightning attacks +1.
Creation (3)
Create a small charged area.
Sense (3)
Impeccable sense of direction. (think like a compass. Lightning sense is an awareness of the world's magnetic field, so one with minor lightning sense will always know which way is north, south, east, or west)
Manipulation (3)
Manipulate lightning. Lightning attacks +1.
Creation (3)
Create a small charged area.
Sense (3)
Impeccable sense of direction. (think like a compass. Lightning sense is an awareness of the world's magnetic field, so one with minor lightning sense will always know which way is north, south, east, or west)
Moderate
Manipulation (5)
Lightning magic attacks +1.
Creation (5)
Create a charged area. Create a magnetic field-like shield (when your character uses a sorcery defense, defense +1. This is passive).
Sense (5)
Impeccable sense of direction + refined hearing.
Manipulation (5)
Lightning magic attacks +1.
Creation (5)
Create a charged area. Create a magnetic field-like shield (when your character uses a sorcery defense, defense +1. This is passive).
Sense (5)
Impeccable sense of direction + refined hearing.
Major
Manipulation (7)
Lightning magic attacks +2.
Creation (7)
Create a charged area. When your character uses a sorcery defense, defense +2. This is passive. When you are attacked by a physical attack while defending with sorcery, if you have 3 LIGHTNING successes (blessings do not count) you have a chance to paralyze. (Your opponent misses their next action). Paralysis does not stack.
Sense (7)
Impeccable sense of direction + refined hearing + can magnetize objects.
Manipulation (7)
Lightning magic attacks +2.
Creation (7)
Create a charged area. When your character uses a sorcery defense, defense +2. This is passive. When you are attacked by a physical attack while defending with sorcery, if you have 3 LIGHTNING successes (blessings do not count) you have a chance to paralyze. (Your opponent misses their next action). Paralysis does not stack.
Sense (7)
Impeccable sense of direction + refined hearing + can magnetize objects.
Mineral
Minor
Manipulation (3)
Manipulate minerals.
Creation (3)
Create 1 type mineral as big as your fist. This type of mineral will be your character's chosen main mineral. Can also create minerals that buff magic. (Buffs up to four people’s future magic attacks, or heals. Spells + 1).
Sense (3)
Sense what small, organic objects are made of through tactile means.
Manipulation (3)
Manipulate minerals.
Creation (3)
Create 1 type mineral as big as your fist. This type of mineral will be your character's chosen main mineral. Can also create minerals that buff magic. (Buffs up to four people’s future magic attacks, or heals. Spells + 1).
Sense (3)
Sense what small, organic objects are made of through tactile means.
Moderate
Manipulation (5)
Mineral magic attacks +1
Creation (5)
Create 5 chosen minerals up to 5ft wide and tall. Can also create minerals that buff magic. (Buffs up to four people’s future magic attacks, or heals. Spells + 1)
Sense (5)
Can sense what organic and nonorganic objects are made of through tactile means. .
Manipulation (5)
Mineral magic attacks +1
Creation (5)
Create 5 chosen minerals up to 5ft wide and tall. Can also create minerals that buff magic. (Buffs up to four people’s future magic attacks, or heals. Spells + 1)
Sense (5)
Can sense what organic and nonorganic objects are made of through tactile means. .
Major
Manipulation (7)
Mineral magic attacks +2.
Creation (7)
Create any mineral up to 20ft wide and tall. Can create minerals that buff magic (Buffs up to four people’s magic attacks, or heals, for the next round. Spells + 2). Can change the makeup of an INANIMATE OBJECT to something else.
Sense (7)
Know what everything around them is made out of, no need to touch. Must LOOK at it.
Manipulation (7)
Mineral magic attacks +2.
Creation (7)
Create any mineral up to 20ft wide and tall. Can create minerals that buff magic (Buffs up to four people’s magic attacks, or heals, for the next round. Spells + 2). Can change the makeup of an INANIMATE OBJECT to something else.
Sense (7)
Know what everything around them is made out of, no need to touch. Must LOOK at it.
The Magic Circle
Your reference element is your innate element determined by your race. This element will be the easiest for your character to learn. The further away another element is from your innate element on this circle, the more difficult that element becomes to learn. This means more allocation points will need to be spent to specialize in these other elements. Note that the first magical element you choose to specialize in does not have to be the same as your innate element.
You don't have to calculate the allocation point cost yourself. Use the Magical Tree calculator linked at the top of this page to determine the total amount of allocation points you need to spend.
You don't have to calculate the allocation point cost yourself. Use the Magical Tree calculator linked at the top of this page to determine the total amount of allocation points you need to spend.
Example
What do those numbers mean?
The numbers are the extra allocation points needed on top of the original cost when buying an ability in a new branch. So, in your main branch, all costs are kept original (+0). In the neighboring branches, it is +1. If the branch is 2 spots away, then it is +2. If the branch is your direct opposite, it’s +3. NOTE: You cannot travel through the light grey outer circle.
The numbers are the extra allocation points needed on top of the original cost when buying an ability in a new branch. So, in your main branch, all costs are kept original (+0). In the neighboring branches, it is +1. If the branch is 2 spots away, then it is +2. If the branch is your direct opposite, it’s +3. NOTE: You cannot travel through the light grey outer circle.