Most of this was designed for Cogent v1.2, I will be slowly updating to v1.3 shortly.
All of the below is WIP and untested, be aware I may decide to change things during a game for balance's sake.
Magic is a blanket term for the various celestial and infernal abilities that place them above mortals. While the intent and motivations of each individual are their own, celestial and infernal magic have notables differences. Virtuous magic tends to use magic to protect and heal others while sinful magic tends to deceive and hurt others. To this end certain forms of magic that are available to one side may be unobtainable to the other. Neither side of magic is inherently good or evil, simply different.
The rules of magic below are deliberately loose and vague to allow you to be creative and flavour your magic to fit your character. Magic can come in many forms such as flames, smoke, energy beams, floating vines or chains, spiritual minions or abstract, geometric shapes. Ideally you should discuss this with the narrator to decide how your magic looks and works.
The proficiencies below can be added to any applicable skill, combat or assist rolls. They may also provide examples of other possible uses, you are not limited by these examples. If you have an idea that fits the form of magic, you can negotiate with the narrator to determine if and how your idea can be used.
Forms of magic are treated as combat proficiencies on your character sheet and require skill points to take and upgrade.
Forms of magic require appropriate vocations (see below).
You cannot take the same form of magic multiple times, even under different vocations. But you can increase the level in each form you take.
As with other proficiencies, you cannot take more than two levels in a form of magic at the start. You may gain opportunities to improve them beyond level 2 during the game.
The following uses Celstials, Infernals and Mortals racial system and is specific to the Sanctus Malum setting. If not using either, then this may be modified or ignored.
Your race may grant you a vocation and the ability to improve them. These vocation are required to learn magic. The forms of magic below will each have one of three tags.
Virtuous. Each level of a Virtuous form of magic requires at least that many levels in any Virtue or Oath Vocation (These can be gained from your race).
Sinful. Each level of a Sinful form of magic requires at least that many levels in any Sin or Pact Vocation (These can be gained from your race).
Neutral. Each level of a Neutral form of magic requires at least that many levels in any Virtue, Oath, Sin or Pact Vocation (These can be gained from your race).
Some Examples:
John the angel has 2 levels in the Chasity vocation. He can take up to two levels in any Virtuous or Neutral forms of magic under that vocation.
Brian the infernal champion has 1 level in the Lust Vocation. He can take up one level in any Sinful or Neutral forms of magic under that vocation.
Hector the Hybrid has 2 levels in Honesty and 1 level in Pride. He can take up to two levels in any Virtuous or Neutral forms of magic under the Honesty vocation, and up to one level in any Sinful or Neutral forms of magic under the Pride vocation.
You can harness to magical power of light to help you both in and out of combat.
You gain the following benefits:
During the declaration phase you can make a Light Magic Attack (see below).
During the declaration phase, you can enhance the potency of your light magic attacks. Choose a target with the infernal tag (including half-breeds and champions), if you gain a victory level over them, you can increase the injury level by one. You can do this a number of times equal to your level in this proficiency per combat encounter. Infernals are described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
When you gain a victory level over a target using a light magic attack, you can choose to blind a target rather than injure them. For a number of turns equal to the victory level, they have a -2D6 penalty to all perception rolls (including combat rolls).
You can produce light from your person or an object you are holding. The light is similar to that of a typical lantern but you can choose to alter the colour or brightness at will.
Whether using beams of light, lightning strikes, spiritual warriors or some other manifestations, your magic is meant to hurt your enemies.
Choose a number of targets up to half your combat roll (rounded down). You gain no bonuses or penalties for being in close combat or ranged. Describe what you what to do and make a combat roll using this proficiency.
For example, Lyra the Angel decides to shine a burning light a group of incoming undead. With a combat roll of 8D6, she can target up to four of them, including the one currently in close combat with her.
Another example, Robert the Half-breed decides to blind the target in front of them. He makes a combat roll and gets 2 victory levels over his opponent, they take no injury but for the next two turns they have -2D6 to all perception and combat rolls.
You can call upon the power of the celestials to protect you and your allies from harm.
You gain the following benefits.
During the declaration phase, you can choose to protect a number of creatures up to your level in this proficiency, you can include yourself. If any of these creatures make a defence roll during the performance phase, you can add an additional 2D6 to the roll. You cannot perform any other actions during your turn.
You can add this proficiency to medical checks to reduce injuries (See Injuries). Also, a failed medical check will not increase the target's injury level.
You can spend an hour consecrating the ground in and around a moderately sized building. Consecration lasts two days for every level in this proficiency. Consecration is detrimental to infernals, as described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
You can spend an hour making bottles of holy water. Holy water can be thrown at an enemy, or used to coat a weapon for one round. The number of bottles you can make each hour is equal to your level in this proficiency. The maximum number of bottles you can have at one time, from this source, is equal to three times your level in this proficiency. Holy Water is detrimental to infernals, as described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
Sometimes the best way to win a fight is not to fight at all, unfortunately your enemies don't always agree, however, you can make them.
You gain the following benefits:
During the declaration phase, you can choose to make a pacifism attack (see below).
Make a combat roll with this proficiency, and any other applicable combat proficiencies. If you gain a victory level, you cannot inflict an injury but you can still stagger, disarm or trip the opponent, or you can pacify them. A pacified target cannot take hostile actions against any other creature for a number of turns equal to the victory level, not including the current one. The narrator decides what actions can be interpreted as hostile.
For example, Paul the Angel decides to pacify a target. He makes a combat roll of 8D6 including 2D6 from 2 levels in this proficiency. He gets three victory levels over a target meaning that they can't take hostile actions for three turns, starting from the next turn.
You can harness the power of blood to perform unholy acts of magic. Blood magic in very powerful in battle, but comes at a cost, you don't necessarily have to be the one to pay that cost.
You gain the following benefits:
During the declaration phase, you can perform a blood magic attack (see below). You can enhance this attack by inflicting an injury on a willing donor in the same turn.
Choose a living donor to draw blood from, the donor must be willing or unable to resist you in any way, you can be your own donor. Choose a level of injury to inflict on the donor. For each level of injury inflicted, you gain an extra 1D6 to use on the combat roll. A donor can still reduce this injury with strength (but not with armour) without reducing the bonus you gain. You can also choose to only inflict negligible injuries, such as biting your lip, to gain no bonus but still be able to perform blood magic.
You then use the life force of the blood to fuel a spell and lash out using fire, lightning, ice, smoke, chains of dark energy, tentacles or some other manifestation of magic. Make a ranged or melee combat roll using this proficiency and bonuses from your donor.
For Example, Vladislav the Vampire Lord (Infernal Champion) bites a willing thrall, inflicting a medium injury (level 2) and adding 2D6 to his combat roll. With another 2D6 from this proficiency, this makes the combat roll 9D6.
You gain the following benefits:
During the declaration phase, you can attempt to conjure a summon (see below).
During the declaration phase, you can dismiss a non-rogue summon and still perform any other actions.
You can create or summon an unholy creature to attack your enemies. This creature could take many forms, such as a hellhound, an undead, a ghost or some other manifestation of sin. Choose the strength of your summon from the table below and make a roll using the following formula:
If the roll is successful, the summon appears next to you at the beginning of the next round. The summon obeys your commands and goes immediately after you in combat. The summon remains on the battlefield for a number of turns equal to the number of wins you rolled above the CL, until it receives a death blow or you dismiss it.
If the roll is unsuccessful, the summon appears next to you at the beginning of the next round. The summon is rogue and is hostile to every creature on the battlefield, including you and your allies. The summon remains on the battlefield for a number of turns equal to the number of wins you rolled below the CL or until it receives a death blow. You cannot dismiss it.
You can only have one summon at a time. An existing summon, even a rogue one, must be dismissed or destroyed before you can summon again.
The narrator may use a destiny roll to determine how the creature reacts to its surroundings (e.g. a summon may refuse to step on consecrated ground).
For example, Jose the demon wants to summon a 5D6 hellhound. With 2 INT and 2 Conjuration, his roll is 7D6 against CL2. He rolls 5 wins. The hellhound is summoned on the next round and obeys his commands for 3 rounds.
Another example, Nergal the demon wants to summon a 6D6 nightmare. With 1 INT and 2 Conjuration, her roll is 6D6 against CL3. She rolls 1 win. The nightmare is summoned on the next round but is hostile to every creature it sees for 2 rounds.
You can call upon the power of the infernal to corrupt and desecrate the mortal world.
You gain the following benefits:
When you gain a victory level of 3 or higher over a target, you can choose to inflict insanity instead of an injury. An insane target views every creature it sees as an enemy, potentially including its allies. Insanity lasts a number of rounds equal to your level in this proficiency.
You can add this proficiency to checks to tempt mortals to commit sins. If you have vocation levels in the respective sin, you can make an assist roll for this check.
You can spend an hour desecrating the ground in and around a moderately sized building. Desecration lasts two days for every level in this proficiency. Desecration is detrimental to celestials, as described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
You can spend an hour making jars of Hellfire. The number of jars you can make each hour is equal to your level in this proficiency. The maximum number of jars you can have at one time, from this source, is equal to three times your level in this proficiency. Hellfire is detrimental to celestials, as described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
The limited perception of mortals does well to hide or rationalise certain celestial and infernal traits. You however, can take it to another level as you can entirely change your form to appear like an entirely different person or creature
You gain the following benefits:
You can make minor changes to your appearance, such as changing hair or eye colour, at will.
You can disguise yourself as another creature (See Disguise below).
You can take the shape of another creature (See Beast Form below).
You can alter the shape and material of your limbs and extremities to produce natural weapons (See Natural Weapons below).
You can take the form of someone else, either a generic description or a specific person. Describe your disguise, including physical traits, voice and clothing. The narrator will then assign a CL based on the Disguise table below. Roll a check using the following formula:
If you are not using the Celestials, Infernals and Mortals races, you may wish to modify or replace this table.
On a success, your disguise is virtually undetectable. If someone is suspicious, however, they may make a perception check against your deception. You may add this proficiency and any wins above the CL of your disguise roll.
The narrator may decide, or use a destiny roll to decide, what happens with your disguise on a fail. It could be just imperfect enough that people notice something is wrong, or it may fail entirely.
Describe the creature you wish to take the form of. You cannot fly in beast form but you can still take the form of creatures that would otherwise be able to fly. The narrator will then assign a CL based on the table below. Roll a check using the following formula:
If your beast form has natural weapons, such as claws or horns, use the Natural Weapons section to determine combat rolls. Your size does not impact combat rolls. If you take any injuries higher than your level in this proficiency in your beast form, the form drops, the injuries are still inflicted.
You can turn your limbs or extremities in to weapons such as claws and blades. The narrator will decide appropriate bonuses, and you may add this proficiency to combat rolls made with your natural weapons. For example, turning your nails into claws could give you a small weapon bonus.
Unlike beast form, natural weapons do not drop upon taking injuries unless they are part of the beast form itself.
For example, Leon the nephilim decides to disguise himself as a security guard to break into a bank. The guards know each other so he decides to take the guise of a specific guard. With 2 INT and 2 Shapechanging, the roll is 7D6 against CL4. He gets 5 wins and successfully imitates the guard, including appearance, voice and uniform.
Another example, Igor the demon decides to take the form of a lion. The narrator assigns a CL of 4. With 2 INT, and 2 Shapechanging, his roll is 7D6. He gets 4 wins and successfully turns into a lion.
Another example, Hilda the demon decides to change her arm into a blade. She can now use the arm as a medium melee weapon. With 0 STR, 1 REF, 1 INT, and 2 Shapechanging, her combat roll is 8D6.
You gain the following benefits:
You possess a magical weapon that is unique to you. It is not constrained by normal laws of physics in terms of size, shape or material.
You may add your (Un)Holy Weapon Proficiency to combat rolls using this weapon in addition to any other applicable proficiencies.
Your weapon has one additional trait from the list below.
Loyal Weapon: The weapon will only allow you, and anyone you choose, to wield it effectively. When an unauthorised person makes a combat roll using this weapon, they cannot gain any victory levels, regardless of what they roll. Additionally, if they roll a number of wins below your level in this proficiency, the weapon itself can gain a single victory level over them.
Shapechanging Weapon: For each level in this proficiency, you can choose an additional form for your weapon to take. For each round in combat, you can choose which of these forms the weapon takes, and therefore what weapon modifiers and rules are applicable. You cannot make heavy ballistic weapons.
Summonable Weapon: You can summon and dismiss this weapon at will. How you do so is up to you and the narrator. You could shunt it into interdimensional space, you could summon it with telekinesis, or you could disguise it as a harmless item like a cane or book.
Potent Weapon: Choose an enemy type; celestial, infernal or mortal. If you achieve victory against an enemy with this tag, you can increase the victory by one level. You can do this a number of times equal to your level in this proficiency per combat encounter. These enemy types are described in Celstials, Infernals and Mortals, if you are not using these races, you may need to remove or modify this feature.
Unique Ability: Your weapon has a unique ability that may aid you. Discuss with the narrator to determine what the ability is and how it affects play.
For example, Belatox the demon's shapechanging weapon can take the form of a rapier or a flintlock rifle. At the start of a round he can choose whether to use large melee weapon modifiers or those of a shoulder ballistic weapon.
Another example, Diana the half-breed has a potent hellfire poleaxe given to her by her demon father. If she gets a level 3 victory against a celestial, she can increase inflict a level 4 injury.
Another example, Galdon the angel has a loyal revolver and 1 level in Holy Weapon. It is stolen from him and the thief tries to use it on him. The thief makes a combat roll and gets 3 more wins than Galdon, hower the thief does not get any victory levels and the weapon completely misses. The thief tries again and rolls 0 wins, this is below Galdon's Holy weapon level so the revolver backfires and inflicts a minor injury to the thief's hand.
Another example, Roger the paladin (Celestial Champion) has been granted a magical greatsword that glows blue when infernals are nearby.
You have a pair of feathered, leather or spectral wings that you can summon, or hide, at will.
You gain the following benefits:
You can fly as fast as you can run provided you have enough room to flap your wing and are not wearing armour higher than your level in this proficiency.
For each level in this proficiency, you can carry one additional, willing person as you fly.
You gain the following benefits:
During the declaration phase, whenever you see a creature make a roll involving magic, you can add a penalty to the roll equal to your level in this proficiency per encounter.
All combat rolls against you, that involve magic, have a -1D6 penalty to the roll.
For example, Harold the Vampire Hunter (Celestial Champion), with 2 levels in Counterspell, sees a vampire about to use blood magic. He decides to counter them, giving them a -2D6 penalty. The vampire's combat roll fails as a result.
Another example, Victor the Necromancer (Infernal Champion), with 2 levels in Counterspell, is targeted by a light magic attack. The attack already has a -1D6 penalty but Victor decides to counter it, increasing the penalty to -3D6.
You can perform basic miracles.
You gain the following benefits:
When you spend a destiny point, roll a D6, on a 6 the destiny point is not expended.
You can create a harmless sensory effect, such as a series of sparks or faint music. You can make a number of simultaneous effects equal to double your level in this proficiency.
You can perform a simple object interactions without touching the object in question such as igniting a candle or turning a page. You can make a number of simultaneous interactions equal to twice your level in this proficiency.
You can create small, simple items out of thin air, such as a hat or cane. You can make a number of simultaneous items equal to double your level in this proficiency. Despite feeling solid, these items are more illusionary than practical, as such you cannot make usable weapons or tools.
For example, Victor the paladin (Celestial Champion) uses Small Miracles to summon a gauntlet to challenge an opponent to a duel. During the combat he spends a destiny point to gain an extra win on the combat roll, he then adds an additional 2D6 for his two levels in Small Miracles.
You may have a unique ability or magic from your ancestry/pact. Discuss with the narrator how your abilities work.
This form of magic can be taken multiple times but must provide different benefits each time, as agreed with the narrator.
For example, John the revenant (Infernal Champion) has a form of magic that means he can ignore a single injury for a number of rounds equal to his level in this proficiency, including death blows.
Another example, Thaddeus the wraith (Infernal Champion) can ignore solid objects, such as walls and floors, when moving or making melee attacks.
Another example, Hanzo the nephilim can summon flaming chains to forcibly move enemies around the battlefield.