Beyond The Veil

Alternate History
Life, Death, and the Multiverse
Factions
Creatures
Spellcraft
Primal Magic
Season 1 Stories
Characters

Primal Magic

Before the Veil and the creation of skill based magic, there was Primal Magic. This ancient form of magic drew its power from the natural world. Each primal magic force is maintained by a Dragon Avatar. Whether the avatars are the source or result of primal magic, is a hotly debated philosophical topic. These immortal beings each exist in their own pocket dimensions and are the embodiments of their respective forces. They cannot be physically attacked and they cannot manifest in the Material World directly without some sort of extreme extenuating circumstances. They are able to communicate directly with creatures who perform ancient rituals to summon them, and can whisper into the dreams and thoughts of most sentient creatures. Their motives are ineffable. 

The 6 Primal Forces

The Sun

Heat, Community, Revelation

The most revered of the primals, the sun brings with it light, heat and creation. All things are made of the remains of the stars and the sun, in its blazing glory is a power that cultures all across history have worshiped. Solus, Avatar of the Sun, is perceived as a massive bipedal dragon, with glittering golden scales and wings made of fire. His domain is a towering fortress of red stone, atop a mountain of gold, under an eternal noon's light. 

The Moon

Entropy, Death, Obfuscation

A less warmly revered primal force. The moon is the reflection of the sun, the balance to its force. Seluna, Avatar of the Moon, is perceived as a massive bipedal dragon, with shadowy scales, and wings made of gossamer twilight. Her domain is a perfectly calm lake, surrounded by a thick dark forest, under an eternal night sky.

The Sky

Weather, Boundaries, Travel

An ephemeral and fleeting force. The Sky represents the duality of freedom; it is the division of space, and of travel through it. It is the air and the storm. A’sail, Avatar of the Sky, is perceived as a massive bipedal dragon, with azure and white scales, and wings made of lightning. His domain is a maze of clouds, floating in the eye of an immense hurricane.

The Blue

Water, Creativity, Renewal

The flowing, changing nature of the many rivers and oceans bring the powers of this Primal. Fluctus, Avatar of the Blue, is perceived as a massive bipedal dragon, with blue scales that shift in shade like a cresting wave, and wings made of seafoam. His domain is a palace of vibrant luminescent coral in a deep ocean reef.

The Green

Life, Growth, Balance

The primal force that ties all life together through their nature as the experiencers of the world. Lotus, Avatar the Green, is perceived as a massive bipedal dragon with emerald scales and wings made of vines and leaves. Her domain is a forest teeming with life and a treehouse built into a colossal redwood at its center.

The Ground

Earth, Rigidity, Strength

The earth beneath our feet and the stone of the mountains that tower above us. The Ground is the solid power of physical substance and the mental force of willpower. Magna, Avatar of the Ground, is perceived as a massive bipedal dragon with brown and red scales, and wings made of molten rock. Her domain is a cave network, full of precious gems and metals, with a palace carved out of diamond at its heart.

Primal Attunement

Shamen gain their powers by attuning themselves with one of the six primal Avatars. This is accomplished during a practice called a Vision Quest, where the Shaman will enter a trance through the use of psychedelic ritual. The Shaman will commune with one of the Primal Avatars and will forge a pact with it. This is the first of 5 potential Vision Quests a Shaman may go on in their lives.

Unlike normal skill points, Primal Attunement doesn't level up with the advancement track. A Shaman can only attempt the next level of a Vision Quest when they are ready. This can take years of practice and communing with their primal avatar. Work with the Weaver to decide when your character will be ready to attempt the next level of a vision quest and to pace your advancement with the story.

Each Vision Quest, except the first, which you get for free as part of your character creation, will have a requirement you will have to complete. This may be a rare object you must locate, or a challenging trial you must overcome. It should be a sub-quest level activity. Work with the Weaver to come up with an objective that fits the themes of the story and the Primal you serve.

Every pact has things the shaman is forsworn from doing and things they are obligated to do. If they break this covenant with the Primal they lose all of their powers until they have atoned. The higher their level, the more they will have to do to redeem themselves. At level 1, this should be a downtime action. At level 5 this should be a full quest level activity. Work with the Weaver to figure out what your character has to do should they become cut off from their Primal. 

Pact with Solus

Shamen of the Sun are dedicated to the exposing of lies and injustices, and cultivating the warmth of community.

Those who have pledged themselves to Solus are forsworn from ever telling a falsehood, or committing acts of injustice. They are obligated to stand up for those too weak to defend themselves.

They tend to be passionate and direct people, who do not mince words and make friends quickly. Many are drawn to work in the justice or social system.

Level 1

• You can start a small fire, or to cause an object to heat up. You must be touching the target.

• You can rally those around you with an inspirational speech or a poignant appeal. You draw the complete attention of those in earshot of you, they will listen intently to what you have to say and are inclined to side with you if it is reasonable for them to do so.

• You can tell when a creature is bearing false witness. You can ask the Weaver if something you are told directly by another character is true. If the character is knowingly telling you a lie, the weaver will tell you so. If the character believes what they are saying to be true, or if they are lying by omission, it will read as true. This power does not prevent them from confusing you with guile or obfuscating their lies with magic. 

Level 2

• You do not suffer any ill effects from exposure to temperatures up to 60℃

• You can inspire those who see you as a leader, as action you can give a motivational pep talk , granting them +1 forward.

• You can reveal hidden doors or compartments. You must be touching the surface. 

Level 3

• You are immune to the effects of normal flames, you feel no heat, and your body can not burn, but your possessions still can. You are still vulnerable to smoke inhalation.

• You can rally those who are scared or charmed. As an action, you can lay hands on someone and cure all fear and charm effects from them.

• You can break minor illusions and hard-force constructs. You must be touching the target. 

Level 4

• You can extend your immunity to flame to your inventory and those in contact with you.

• You can rally those who are scared or charmed in a wide area. As an action, you can utter words of power, curing all fear and charm effects from those who hear them.

• You can compel someone to tell the truth. You must be touching the target. The target is compelled to answer a single question honestly and in its entirety, they cannot stop themselves. This power can only be used once per person. 

Level 5

• You are able to self combust, as an action, you create a conflagration in a 5 meter sphere around you lasting for 3 turns, igniting flammable material and doing 3 wounds per turn to anyone else in the sphere. This power can only be used once per scene.

• You have a permanent aura of empowerment, all allies within 10 meters of you get +1 ongoing.

• Your eyes see through illusions and hard-force constructs. 

Pact with Seluna

Shamen of the Moon are dedicated to bringing all things to their natural end and hiding knowledge that should not be known. They are the enemies of Warlocks and any who would pervert the natural order of things.

Those who have pledged themselves to Seluna are forsworn from engaging in, or allowing the practice of necromancy, or the denial of the natural cycle of life and death. They are obligated to destroy or hide knowledge that is too dangerous to be allowed into the wrong hands.

They tend to be enigmatic and secretive people, who speak little and make few personal connections. They are usually independently employed.

Level 1

• You have the power to accelerate natural decay. You can cause a medium or smaller object you are touching to rapidly decay and rot away. The object gains the Fragile TAG. This does not work on enchanted items.

• You have access to the Minor Success effect of the Third Eye spell from the first point of Noumena Magic. It can be activated or deactivated as an action and does not require a roll. You also naturally have dark vision and can see in faded monochrome even when there is no source of light.

• You have the power to blend into the shadows as an action. As long as you remain in the darkness and do not move, you automatically get a Minor Success on Hide moves. 

Level 2

• You do not suffer any ill effects from exposure to temperatures down to to -60℃

• You have the power to sense the presence of Husks and creatures from the Shade within 100 meters, you are not aware of their location, only that they are present in the area.

• You have the power to hide yourself from perception. You are not perceivable to mundane humans for the scene. They will look right past you, but if you interact with objects they will be able to see the object move, this breaks the effect. If you make an attack it also breaks the effect. 

Level 3

• You have the power to snuff out fires, extinguish lights, and draw the heat out of a small area.

• You have access to the Minor Success effect of the Shepherd the Lost spell from the second point of Noumena Magic. It can be activated as an action and does not require a roll.

• You have access to the Minor Success effect of the Minor Hallucination spell from the third point of Psycognition Magic. It can be activated as an action and does not require a roll.

Level 4

• You are able to destroy magic items you are touching by scattering the magic and decaying the item. The item loses its Magical TAGs and gains the Fragile TAG. If the item still had any charges left, a Magical Backlash occurs.

• You have access to the Minor Success effects of the Exorcism and Banish spells from the fourth point of Noumena Magic. They can be activated as an action and do not require a roll.

• You have access to the Minor Success effect of the Major Hallucination spell from the fourth point of Psycognition Magic. It can be activated as an action and does not require a roll.

Level 5

• You are able to create an aura of entropy around you that lasts for the scene. Items used to attack you gain an Entropy Counter, on the third counter, they break. Your attacks apply an Entropy Counter to enemy armour, even if you miss the roll to hit. On the third counter, they break.

• Rolls you make against Husks and creatures from the Shade are Minor Successes on a 6-8 and Major Successes on a 9+.

• You can not fail a Hide roll, any roll that would fail becomes a Minor Success. 

Pact with A’sail

Shamen of the Sky are dedicated to maintaining the boundaries of space and time, and hunting things who should not be in our world.

Those who have pledged themselves to A’sail are forsworn from engaging in, or allowing the practice of bending space and time. They are obligated to destroy or banish any creature from the Beyond they find in the Material World. They cannot travel via portal, unless it is directly required in protecting the boundaries of space and time.

They tend to be curious people, who dislike being in one place for extended periods, and who often possess a wanderlust. Many are drawn to work that involves travel; such as mariner, pilot, or trucker. 

Level 1

• You are able to tell with certainty the coming weather for the next 24 hours and can tell immediately if something magically affects the local weather.

• You have access to the Minor Success effect of the Spatial Awareness spell from the first point of Spatiorelativistics Magic. It can be activated or deactivated as an action and does not require a roll. You are also innately aware of the general layout of any structure you are in and your position within it. Only one Awareness can be active at a time.

• You have access to the Minor Success effect of the Temporal Awareness spell from the first point of Chronomancy Magic. It can be activated or deactivated as an action and does not require a roll. You are also innately aware of the time to the minute. Only one Awareness can be active at a time.

• You have access to the Minor Success effect of the Devour Distance spell from the second point of Spatiorelativistics Magic. It can be activated as an action and does not require a roll. 

Level 2

• You are able to summon a thick cover of fog in the area around you as an action. It takes a round for the fog to manifest and a second round for it to become obscuringly thick. This power can also be used to lift a natural fog from the area. The fog lasts for the scene.

• You are able to close a portal you are touching as an action.

• You have access to the Major Success effect of the Devour Distance spell from the second point of Spatiorelativistics Magic. It can be activated as an action and does not require a roll. 

Level 3

• You are able to increase or decrease the severity of the weather in the area as an action. The severity changes by one step up or down on the weather scale. The effect takes a round to occur.

• You are able to sense when scrying magic is being used in your vicinity and can sense its direction. You can also immediately identify the Animus of spell casting from Spatiorelativistic or Chronomancy magic.

• You can not be teleported or otherwise moved through space against your will. 

Level 4

• You have access to the Minor Success effect of the Force of Nature spell from the fourth point of Metaphysics magic. It can be activated as an action and does not require a roll.

• You are able to anchor the area yourself in space and time, you are immune to the effects of Spatiorelativistic and Chronomancy spells.

• You are able to harness the power of basic levitation. You are able to float off the ground and move at your walking speed for the scene. 

Level 5

• You have access to the Minor effects of the Create Storm and Quell Weather spells from the fifth level of Metaphysics magic. These can be activated as an action and do not require a roll.

• You are able to prevent a portal from opening anywhere within your perception as an action.

• You are able to fly without the need to make a roll, and when outside of hazard time, can travel up to supersonic speeds. 

Pact with Magna

Shamen of the Ground are dedicated to the preservation of things and the prevention of imagination gone wild.

Those who have pledged themselves to Magna are forsworn from actions that would knowingly destroy knowledge or history. They are obligated to protect the Material World from creatures that would invade from the Astral Deep.

They tend to be stoic, logical people. Strong of both body and mind, and slow to anger. They are often drawn to employment in archiving or data storage and in libraries or museums.

Level 1

• You have access to the Minor Success effect of the Inner Sight from the first point of Psycognition magic. It can be activated or deactivated as an action and does not require a roll.

• Your willpower is hardened like tempered steel, you get +1 ongoing to Withstand rolls.

• You are sturdy and well centered, you get +1 ongoing to Overpower rolls. 

Level 2

• Your blows carry the weight of stone, you do +1 wounds with melee attacks.

• You can harden your skin like diamond for the scene, protecting you from damage. You gain medium armor with a durability of 3

• You have an eidetic memory and can perfectly remember things with incredible detail. You can use an action to replay any event you have personally experienced in your mind and isolate a single detail from it. 

Level 3

• You are able to read, write, and speak all human languages. This includes lost or forgotten ones. Magical sigils and languages, and those of other species are not affected by this power.

• You have access to the Minor Success effect of the Shape Solids spell from the third point of Alchemy magic. It can be activated as an action and does not require a roll.

• As an action you can imbue your weapon with the power of Magna for the scene, the weapon gains the Primally Attuned TAG and no longer deals damage to creatures from the Material World, instead it overcomes any damage resistance creatures from the Astral Deep may have, dealing the weapons default wounds to them.

Level 4

• You are resistant to attacks against your mind, you take half as much psyche damage, rounded up.

• You have access to the Minor Success effect of the Intangible Form spell from the fourth point of Alchemy magic. It can be activated as an action and does not require a roll.

• You are incredibly resilient, you take 1 less wound from all attacks. 

Level 5

• Once per session, as an action, as long as you are holding a scrap of the original; you can completely reconstruct a book, audio recording, databank, or any other single piece of physical recorded knowledge.

• Once per session, as an action, you can become immune to all forms of damage for 1d6 rounds. You also can not fail a Withstand roll during this time.

• Once per session, as an action, you can make every melee attack you make a guaranteed critical hit for 1d6 rounds. Treat any melee roll you make during that time as if you had rolled a 12 and selected Critical as your bonus. 

Pact with Fluctus

Shamen of the Blue are dedicated to ensuring the cycles of renewal and healing, and to promoting innovative thinking.

Those who have pledged themselves to Fluctus are forsworn from bringing harm to living creatures or acting rashly, without considering all options. They are obligated to encourage others to think outside the box and to restore health to any in need of healing.

They are often artistic, empathetic people. Many are drawn to work in the health or entertainment industries.

Level 1

• You have access to the Minor Success effect of the Diagnostic Touch spell from the first point of Biomorphics magic. It can be activated as an action and doesn't require a roll.

• You are able to breathe underwater, and do not suffer the negative effects of pressure from depth.

• Your perception is sharpened, you get a +1 ongoing to Investigate rolls. 

Level 2

• You have access to the Minor Success effects of the Purge Self spell from the second point of Biomorphics magic. It can be activated as an action and doesn't require a roll.

• As an action, you are able to rapidly accelerate the natural healing of a target you are touching. You can remove wounds from the target equal to the level of your Pact of Fluctus. The wounds take a round each to heal. This power can't replace lost organs or limbs. You must remain in contact with the target or the healing stops.

• You have access to the Minor Success effect of the Limited Precognition spell from the second point of Chronomancy magic. It can be activated as an action and doesn’t require a roll. It can only be used once per scene.

Level 3

• You have access to the Minor Success effect of the Minor Divination spell from the third point of Chronomancy magic. It can be activated as an action and doesn’t require a roll. It can only be used once per scene.

• You have access to the Minor Success effects of the Purge Other spell from the third point of Biomorphics magic. It can be activated as an action and doesn't require a roll.

• You can take an automatic success on Traverse rolls when navigating water hazards. 

Level 4

• You have access to the Minor Success effect of the Panacea spell from the fourth point of Biomorphics magic. It can be activated as an action and doesn't require a roll. You must remain in contact with the target or the healing stops.

• When you make an Investigate roll, you can ask the Weaver 2 questions on a minor success, and 3 questions on a major success.

• You have access to the Minor Success effect of the Major Divination spell from the third point of Chronomancy magic. It can be activated as an action and doesn’t require a roll. It can only be used once per scene.

Level 5

• You create an astral construct inside of your mind that acts as a mental domain. It takes the form of any small building you can imagine and contains all of your memories. This construct gives you eidetic recall, and allows you to ask "What in my knowledge would allow me to solve a problem?" when you succeed in an Assess roll. In the Astral Deep, you can materialize the construct around yourself as an action.

• Wounds you heal through pact power do so at a rate of 2 per round.

• You can walk on water as an action. If you activate this ability while under water, you rapidly rise to the surface at your sprinting speed. While this power is active, you can not be pulled under water. You can dismiss this power as an action. 

Pact with Lotus

Shamen of the Green are dedicated to protecting the balance of nature's ecosystems.

Those who have dedicated themselves to Lotus are forsworn from living outside of nature's embrace, they can enter cities only when it directly serves the restoration of nature's balance, and can not use machines that make pollution. They are obligated to prevent overconsumption of resources and to ensure that predator, prey, and vegetation stay in balance in the area they call home.

They are usually aloof people, concerned more with the whispers of the trees and the stories of the birds than with the affairs of other people. They usually live as hermits in the woods or in self-sufficient co-ops off the grid.

Level 1

• As an action you can gain the ability to speak to animals for the scene. You are able to understand mundane animals as if they were able to speak. You can speak to it in your normal language and it will understand your words.

• You can only communicate with one species at a time, you can use an action to change the species.

• You never face movement penalties or negative modifiers from wild terrain. When you are outdoors in wild environments you get a +1 to Hide rolls.
Your presence doesn’t scare mundane prey animals. 

Level 2

• You are able to photosynthesize and can sustain yourself off of sunlight and water.

• You can listen to the whispers of the plants. They have limited ability to understand animal concepts, but they have a very wide area of awareness thanks to their intercommunication with each other. The plants give vague hints.

• Mundane predatory animals will not attack you unless you threaten or attack them first. 

Level 3

• Your senses are supernaturally enhanced, you can track creatures by scent, you have low light vision, and can taste toxins in food and water. You get +1 to any roll that relies on these senses.

• As an action you can change your colour and texture, allowing you to camouflage with your surroundings. As long as you hold still you can take an automatic minor success on a Hide roll. This power also hides your equipped inventory.

• As an action you can purify up to 10L of water or soil, removing any pollution and toxins from it. 

Level 4

• As an action you can activate an aura of power as an apex creature in the food web. Mundane animals will either flee from you or follow your directions if you can command them to. Sentient creatures face a -1 ongoing in combat against you.

• As an action you can shapeshift into any mundane animal or back into your original form. While in that form you can not speak and you can only accomplish tasks that animal would be physically capable of doing. This power does not affect your inventory.

• You are able to compel mundane animals to aid you as long as doing so would not cause them direct harm. 

Level 5

• Your ability to purify can cover entire fields, forests or rivers at a time, and can purge supernatural impurities..

• When you shapeshift, your inventory shapeshifts with you and disappears, it reappears on you when you transform back into your original form.

• You are able to travel via the connection inherent in the Green . As an action you can picture a destination, merge your body into any tree or shrub, and then as a second action, emerge from any other tree or shrub on the Material World at that destination. You travel the distance in a thought. While inside the Green you experience an overwhelming amount of information and have no awareness of the outside world until you re-emerge. 

Dark Knowledge
Warlocks harness the primal force within magical creatures' bodies, blood, life force, and even souls. Using dark rituals to empower themselves and cast spells. A Warlock may be inducted by others, find a source of lost knowledge, or be tempted to power by outside influence. One way or another, a person accepts Dark Knowledge being offered to them. It lifts the Veil from the Warlock and gives them the ability to use “Black Tongue”, a casting language of dark and forbidden words of power.

Once Dark Knowledge is inside a person, it is part of their pattern. Dark Magic spells are a powerful shortcut to spellcasting, but their use taints those who use them. Those who come to rely on them become addicted to their use. The more they know, the more they are compelled to use their power.
  • 1-3 Spells Known: Withdrawal causes your features to become sunken, and your eyes and hair to turn black, and your skin to become pale, leaving you looking like a walking corpse after a month without using Dark Magic.
  •  4-6 Spells Known: You take 1 wound per month that you go without casting Dark Magic
  •  7-9 Spells Known: You take 1 wound per week that you go without casting Dark Magic
  •  10+ Spells Known: You take 1 wound per day that you go without casting Dark Magic
  • Damage taken from this effect does not heal on a long rest or with the use of healing effects. It can only be healed once you have cast a Dark Magic spell.

Warlocks are able to copy the effect of almost any spell effect that other casters can accomplish. Warlock spells are the products of expensive and often dangerous research and experimentation, as such, most of them treat theirs as guarded secrets. Every Warlock spell starts with the effect they are trying to replicate. Let's say they wanted to cast a copy of Pyrokinesis from Metaphysics. The more powerful the spell effect they are trying to accomplish, the rarer and harder to come by the creature component for the spell will be. They might get their hands on Phoenix feathers, Lava Snail shells, or some other relatively rare fire attuned creature part. The Weaver can help figure out a viable component. They would then find the right words in Black Tongue to say, and the right body movements to make. Once they have figured it all out, they can add it to their Known Spells list. Provided they have the material they need to sacrifice, and they aren’t bound or gagged, A Warlock can cast any spell they know as an action. They make a Spirit Roll, and the effect of the roll mirrors the original spell copied.

Warlocks can also use Dark Magic to engage in the practice of creating Macabre Husks. These are often used to guard their secrets or to perform mundane repetitive labour the Warlock does not want to do themselves. The process of creating Macabre Husks is unique to each Warlock, but it always involves the construction of a vessel, usually out of stolen body parts, and a dark ritual to implant an animating force into the husk. Macabre Husks are usually bound to the service of their creator, but mistakes and accidents can happen during the creation, leaving them uncontrollable. 

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