Signature Dragon Powers
You command the forces of chaos, allowing you to add small or large amounts of pandemonium to almost any situation, while also keeping you safe from its effects.
VORTEX
Cost: Imbue 1 Inheritance
Duration: One day
When you activate this Spell, name a single aspect of your life — which could be anything from your family, work, relationship, or even the cafe where you get your coffee each morning — which explodes in chaos. Fights break out, something needs repair, people miss appointments, or the power goes out in the building. This upheaval does not directly involve you nor does it negatively affect you. It instead imposes a +3 Complication to anyone attempting to take Intrigue or Procedural actions against you. Failure to buy off the Complication leads the person to get wrapped up in the drama rather than whatever they were attempting to do.
MINOR CHAOS
Cost: Free or Imbue 1 Inheritance
Anytime you wish, disorder surrounds you but does not affect you personally. Minor mistakes and oddities of chance occur with greater than normal frequency ― flipped coins land on edge, two-headed calves are born, people make more random mistakes than normal, electronic devices fail for random reasons, and bullets hit unintended targets. Most of these effects are merely annoying, but if you imbue Inheritance into this Spell, then each round choose one target within Short range and impose a +3 Complication to a perform their next task. Unless the target abandons that task or buys off the Complication, the task goes awry in some dramatic fashion, like swerving in a car chase in a manner that causes an ally’s car to crash, or someone performing research accidentally knocks over an entire bookcase, spilling valuable or perhaps priceless manuscripts all over the floor.
ORGANIZATIONAL CHAOS
Cost: Imbue 1 Inheritance
Duration: Instant
Subject: A single person or organization
You can affect a person or organization through the careful application of chaos. If you know or strongly suspect someone has a specific secret, you can use the power of chaos to ensure it comes out within three days — an email or letter may be sent to someone other than the intended recipient, or a damning photograph or document may fall out of someone’s briefcase and be immediately seen and picked up by a journalist. You can also use this Spell to harm an organization in a specific fashion. You can cause a single project to become filled with delays and random minor problems, like lost files, people missing meetings due to bad traffic, or an
abundance of heated but ultimately pointless arguments. All rolls associated with this project also increase their Difficulty by +2. You can also cause the same organization to lose all files pertaining to a particular person or event. For example, the police might be forced to release a suspect because suddenly all evidence against them mysteriously vanishes.
PARALYZING DISORDER
Cost: Imbue 1 Inheritance
Subject: One machine or character
You overload a machine’s gears or a person’s mind with the chaotic power of pandemonium. A targeted character must struggle simply to maintain coherent thought. On each turn, if they wish to take an action, they must combine it with an Athletics + Stamina roll at Difficulty 2. Trivial characters are rendered catatonic for the scene. You can target machines up to the size of a private jet. They break down completely until they receive mainte- nance. This damage is permanent, but you cannot reclaim the Inheritance imbued in this Spell until the next scene.
VIOLENT ANARCHY
Cost: Spend 1 Inheritance
Subject: Multiple characters
Pandemonium breaks out. You create a scene of utter disarray and uncontrolled anarchy. All characters in the Field immediately lose control over their actions and start acting in sporadic ways. All people and animals descend into a frenzied action that does not normally suit them. Fights and orgies break out in the middle of the street, people start crying in the corner, animals start intermingling with people. Anyone of the same Tier or higher than you gains a Clash of Wills to resist the Spell’s effect. If the Storyguide has specific plans for what a mortal character is doing in the scene (for example, the hired security you’re trying to distract with a riot), she can declare them unavailable as targets. You have no control over what’s happening, but it’s reckless, loud, and provides a good distraction.
JOKA SIGNATURE MAGIC: REFINEMENT
The Joka’s hunger leads them to collect and store all sorts of esoteric materials from matter, energy, and even information. Over time, they have learned to refine these materials into more suitable forms, or simply eliminate them completely to gain sustenance.
ABSORB INFORMATION
Cost: Spend 1 Inheritance
Duration: Instant
Subject: One object
You can touch items containing information, like books, flash drives, or even computers and instantly absorb all the information contained within. As long as the information is not in code or otherwise deliberately concealed, you have exactly the same comprehension and retention of the information as if you carefully read the material. However, touching a computer while this Spell is active does not allow you to absorb any information stored online, only information physically stored on the computer.
FINAL DESTRUCTION
Cost: Spend 1 Inheritance
Duration: Instant
Subject: One target within Close range
You can destroy almost anything, it doesn’t matter if you are destroying a soda can, a vault door, or a nuclear weapon. You can destroy any single inanimate item, up to your size Scale +1. You can also create a hole in a wall (or other solid surface) of the same size. If you want to destroy a mystical artifact of any sort, the owner gains a Clash of Wills to resist the destruction. Anything you destroy with this Spell nourishes you and is otherwise gone from The World.
TRANSFORM ENERGY
Cost: Imbue 1 Inheritance
Duration: Instant
Subject: One source of energy within Medium range
You can transform any type of energy to any other of roughly the same magnitude. You can transform a bonfire into a sufficient quantity of electricity to fully recharge an electric car or into a brilliant flash of light or a loud sound that persists as long as the fire would. Similarly, you can turn the sound from a rock concert or the motion of a truck into a raging bonfire or a brilliant light show. When you cast this Spell, you can choose a device or vehicle within Medium range and transform the energy so that it powers the target. Alternately, you can transform the energy and allow it to do what it naturally would, but in this case you have only the most minimal control over who the energy spreads and is directed.
TRANSMUTATION
Cost: Imbue 1 Inheritance
Subject: One target within Short range
You can turn a bonfire, the sound of an explosion or concert, or the light from a spotlight into a brick, wooden statue, or some other object, or do the reverse. The size of the object is roughly correlated with the amount of energy involved. A small campfire, the motion of a bicycle, or the light from a normal room could be made into an object that fits comfortably into a pocket, while a raging bonfire or the electricity sufficient to power an entire house, the motion of a truck, or the light from half a dozen large spotlights would transform into an object the size of a small backpack or briefcase. You cannot transform larger sources of energy. Other than limitations of size, you can use this spell to transmute any mundane object, including statues, jewelry, guns, or swords. At your choice, you can either make this transformation permanent by spending the Inheritance or you can cast the Spell so that the transformation ends when you reclaim your Inheritance.
TRANSMUTE INFORMATION
Cost: Imbue 1 Inheritance
Subject: One source of information you touch
Duration: Permanent
You can transmute a single source of information or energy into matter. You can turn electronic data into a book, scroll, or pile of handwritten manuscripts or vice versa. You can do the same thing with one or your memories or the memory of someone who is willing to allow you to transform it into matter. You cannot transform memories from unwilling subjects, but you can trick or coerce someone into allowing you to convert one of their memories. When you use this Spell, the information vanishes from its original source, so memories are lost, or a USB drive is wiped clean. Restoring a memory lost this way requires the use of the Absorb Information Spell or relearning the information. The information remains in its solid form indefinitely, or until you reclaim your Inheritance.
LINDWURMS SIGNATURE MAGIC: AVARICE
The Lindwurms know what it is to desire something they cannot have. In their constant search for lost truths, they have learned to harness the forces of both desire and greed. They can wield both, allowing them to inflame these emotions within others, or to manifest their own desires in a limited fashion.
OVERWHELMING GREED
Cost: Imbue 1 Inheritance
Subject: One Field
You create an Atmosphere of greed in the area you are in. You can choose to have this Atmosphere be positive or negative and is rated at half your Inheritance rating (round up). If the Atmosphere is negative, people grow suspicious of one another, looking over their shoulder and fearing that someone will attempt to steal from them. If it is positive, people ignore others who seem to not have any wealth as insignificant while hyper fixating on those who have more as potential targets. In addition, this Spell increases selfishness, reducing all Bonds except rivalry by 2 points. This greed automatically affects all trivial opponents, but non-trivial characters who win a Clash of Wills reduce all modifiers by half.
CURSED HOARD
Cost: Spend 1 Inheritance
Duration: Condition
Subject: Multiple items
You cast a curse upon your hoard to protect it. When you cast this spell, select one or a group of items up to and including everything you have in your Hoard. Anyone who attempts to steal the enchanted cache gains +3 Difficulty on all rolls directly or indirectly related to stealing from you. If the thief is successful and takes one or all of the items affected by this spell, they gain the Avarice Cursed Condition, which gives them a +2 Difficulty to all their actions. The Condition resolves when the person returns the stolen item back to you, apologizes and makes reparations, or you will- ingly forgive them for their crime.
IRRESISTIBLE CRAVING
Cost: Imbue 1 Inheritance
Duration: Condition
Subject: One target
You cause someone to develop an overwhelming desire for a particular object, or for wealth that a particular indi- vidual possesses. They gain the Craving Condition which imposes a +2 Complication on all actions not directly related to acquiring the object of their desire. This Complication increases to +4 if they see the subject or hear about it either from talk, seeing an image, or the object itself. Failure to buy off this Complication leads the character to speak excessively about the item or to redirect actions to obtain it. This Condition ends when the target gains the object, or you reclaim your Inheritance.
STOCK YOUR HOARD
Cost: Spend 1 Inheritance
One way of improving your own hoard is taking from others, and this Spell allows you to excel at this. If you are stealing from a trivial target, which includes everything from ordinary mortals, to mortal-owned banks or museums, then you can automatically and without risk steal any one object you could reasonably carry away with you. Guards look the other way, locks “accidentally” open, and security camera temporarily fail or simply record everything except you. Stealing large objects like statues or yachts, or stealing from characters of your Tier or higher is considerably more difficult. In these cases, this Spell provides you with +3 Enhancement to actions taken in pursuit of the theft. In all cases, you must know what you are stealing and who owns it ― this Spell only allows you to steal objects that you already know about.
RADIANT WEALTH
Cost: Imbue 1 Inheritance
While your actual wealth is unchanged, you give people who interact with you a subtle but unmistakable impression that you are fabulously wealthy. Anyone who is strongly moved or impressed by this fact in a positive fashion has a minimum Attitude of 2 toward you for the duration of this Spell, and they otherwise increase their Attitude toward you by +1. Of course, someone who reacts negatively to wealth reduces their Attitudes toward you in the same fashion. In addition, you gain +2 Enhancement to all rolls to impress people or to gain a variety of benefits due to people thinking you possess vast wealth.
LONG SIGNATURE MAGIC: BLESSINGS
Lóng love to give gifts. These gifts could be anything from material items to acts in service, and the Flight has developed magic by which they bestow these blessings. These blessings give abundance to those in their favor and mark them for protection.
BLESSING OF DRACONIC POWER
Cost: Imbue 1 Inheritance
Duration: Indefinite
Subject: One character you must touch
You can temporarily give any character, including a trivial one, one of your Dragon Knacks. Until you reclaim the Inheritance you imbued in this Spell, they can use this Knack as their own. You do not lose use of this Knack when you use this Spell.
BLESSING OF LUCK
Cost: Imbue 1 Inheritance
Duration: Condition
Subject: One target within Close range
While your own luck is unaffected, you can bless others with ease. You can choose one person at a time to bless. Choosing a new target removes your previous blessing. While blessed, the target has a variety of minor good luck. They gain +2 Enhancement when playing games of chance, there’s always a table waiting for them at a restaurant, and they take no harm from random or haphazard dangers such as debris in a tornado, a freak traffic accident, or caught in a stampede. In addition, targets gain the Protected Condition. While this Condition affects targets, they either gain +2 Enhancement to perform a specific activity, like combat or negotiation, or their enemies suffer +2 Difficulty to perform specific activities against them, like combat or intimidation. The target gains this Enhancement or increased Difficulty for a number of actions equal to your Inheritance, at which point the Condition resolves.
BLESSING OF PERFECTION
Cost: Imbue 1 Inheritance
Subject: One task
You bless a task making it easier and simpler for oth- ers to perform. Anyone attempting the task, grains +3 Enhancement on their next roll or series of rolls that are all part of a single complex action to build, create, or repair something, from playing or writing a song, to fixing a computer, forging a sword, or modifying a car. This Spell only applies to the task at hand, although if one character stops and another picks it up, the blessing continues. This Spell is free to use on trivial targets. Also, it continues working even after you leave the target’s presence.
DEFENSE FROM AFAR
Cost: Imbue 1 Inheritance
Duration: One month
Subject: One character you must touch
This spell immediately alerts you if anyone deliberately attacks the target, and also lets you know who is attacking them. If you do not know the attacker, you automatically recognize them if you meet them later. In addition, the attacker also suffers a + 3 Complication on all rolls to attack the target. If the attacker does not buy off this Complication, the attacker automatically suffers an Injury Condition as your draconic power rends and tears their flesh.
LAND BLESSING
Cost: Spend 1 Inheritance
Duration: One month
Subject: Any defined region no more than four square
kilometers
You can bless a single defined region of land, like a small forest, an urban or suburban neighborhood, a farmer’s fields, a lake, or a small town. The only limitation is that this region cannot be too large, and it must be in some way distinct from its surroundings. When you cast this Spell choose a single broad type of action like movement, combat, crafting, research, or communication and negotiation. Anyone you consider a friend, ally, or someone under your protection gains a +2 Enhancement for this activity when in this region, while anyone who is either your enemy or who opposes your allies or anyone under your protection increases the Difficulty of all such actions +2 when they are in this region.
NAGA SIGNATURE MAGIC: TELEPORTATION
Naga use their atman’s connection to the Divine Realm to create smaller temporary realms based on their concepts. They can use these realms to bypass limitations of distance
CREATE POCKET REALM
Cost: Imbue 1 Inheritance
Duration: Indefinite
You can create a small pocket realm, no larger than a large one-bedroom apartment. When you create it, you and as many as Inheritance x 2 companions teleport into it. The realm lasts as long as you remain within it, but vanishes when you leave, disgorging items stored within at your feet. Only Naga can comfortably exist in pocket realms. Trivial opponents automatically suffer extreme mental strain. They gain the Delusional Condition for as long as they remain within the pocket realm. This Condition imposes a +2 Difficulty to all actions, and resolves when they leave. Non-Trivial characters suffer no ill effects, but find the experience to be deeply ncomfortable.
IMPRISON
Prerequisite: Pocket Lair
Cost: Imbue 1 Inheritance
Duration: Indefinite
Subject: One target within Close range
You can transport a single target into your pocket lair. This target can either be an inanimate object or a living being. You can automatically transport trivial targets and objects of your size Scale +1 into your pocket lair. However, you can only transport characters of your Tier or higher if they lose a Clash of Wills. This Spell ends when you reclaim your Inheritance. When the Spell ends the target instantly appears within Short range of you, in a location that is not immediately harmful to it. If a character transported to your pocket lair has a way to escape on your own, you immediately regain your Inheritance and know of their escape.
JUMP
Cost: Imbue 1 Inheritance
Duration: Instant
You can use your ability to create pocket realms to bypass obstacles and short distances. You can move yourself and a number of willing targets up to your Inheritance. You can move to any location you can see, or to a space you can’t see within Long Range, allowing you to move through walls or enter locked spaces. You don’t need to know what is at your destination, you merely need to know how far it is from you and in what direction. If there is insufficient open space to enter the desired location then the Spell automatically fails and do not imbue any Inheritance.
POCKET LAIR
Prerequisite: Create Pocket Realm
Cost: Spend 1 Inheritance
Duration: Permanent
You can now create a permanent pocket realm. Once created, it and its contents remain, and every time you use the Create Pocket Realm Spell, you can choose to enter your pocket lair instead. You can use this realm to store items and can outfit it to your comfort.
TELEPORTATION
Prerequisite: Jump
Cost: Spend 1 Inheritance
Duration: Two rounds
Subject: Self and up to Inheritance willing companions
You may bypass the limitations of space and even of realms. When you activate this Spell, you can teleport to another location and bring a number of willing targets with you up to your Inheritance. This teleportation takes two rounds, as you first travel briefly to a conceptual realm before exiting again to your location. You may choose any location you have seen or know about in enough detail to visualize, both anywhere in The World or in any Terra Incognita.
SERPENT SIGNATURE MAGIC: PURIFICATION
The Serpents remember The World before pollution and corruption, and can draw on the Earth’s natural resources to return it to its former state. Through this restoration, they have also learned to restore people, plants, and animals.
CLEANSE
Cost: None
Duration: Instant
Subject: All food and drink within Medium range
You remove all toxins, impurities, diseases, and magic from all food and drink within range. Rotten food restores to a fresh state, poisons are made inert, and pests or infestations clear up immediately, and magical effects stop working. This does not protect the food or drinks from going bad at a future date, or from someone adding poison later.
SOOTHING AURA
Cost: Imbue 1 Inheritance
Duration: Instant
Subject: Every living thing not hostile to you within
Medium range
You can radiate an aura of soothing and healing power. Plants and animals recover from injury or illness, contaminants leave the land, and the dying pass with ease. All allies out to Medium range may resolve a single Bruised or Injured Condition, as well as curing diseases or the Poisoned Condition. This Spell cannot heal Maimed Injury Conditions.
PURIFY ORGANIZATION
Cost: Imbue 1 Inheritance
Duration: One week
Subject: One organization
This Spell removes corruption from a single unified organization, which can be anything from a small neighborhood association to a large local branch of a transnational corporation. Within one week of you casting this Spell, some accident or coincidence reveals the identity and activities of anyone working in this organization who is stealing from it, attempting to undermine or sabotage it, or who is otherwise using it for their own purposes in ways that harm the organization or its mission. This Spell causes all such individuals to make some mistake that reveals their actions to multiple people in the organization who are not themselves corrupt. Possible sources of these revelations include people overhearing a private conversation, or an email being accidentally sent to multiple unplanned recipients.
RECLAIM THE EARTH
Cost: Imbue 1 Inheritance
Subject: One Field
You empower the land to cleanse itself of unnatural elements. Plants grow, the earth opens up, and vines entangle anything and everything in the area. When you cast this spell, declare up to your Inheritance in targets. Targets can be living entities or objects; non-trivial targets gain a Clash of Wills. While in the Field, named targets suffer a +2 Difficulty to Move actions as the very earth revolts against them. Additionally, the Field becomes rough terrain and moving across it impos- es a +3 Complication to Move actions. Failure to buy off the Complication results in one of the following (caster’s choice): become a named target of the Spell for the rest of the scene, inflict an Injury Condition, or use the Pin Stunt for free.
REMOVE THE UNNATURAL
Prerequisite: Cleanse
Cost: Spend 1 Inheritance
Duration: One year
Subject: Any defined region no more than four square
kilometers
You can bless a single defined region of land, a small forest, an urban or suburban neighborhood, a farmer’s fields, a lake, or a small town. The only limitation is that this region cannot be too large and it must be in some way distinct from its surroundings. All toxins and pollution in this region instantly vanish and the land automatically resists the introduction of further pollutants for the Spell’s duration. Pollutants like cleaning chemicals, pesticides, or gasoline also vanish from containers.
In addition, all structures and roads made of created materials, like concrete, metal, glass, or plastic collapse and all roads made of concrete or asphalt decay within one scene of you casting this Spell. The structures begin to visible decay and crumble, but anyone inside who does not ignore these signs has time to leave unharmed. At the end of a scene, roads become dirt tracks, and “unnatural” buildings and their remaining contents are nothing more than piles of stone and dirt. For the duration of this spell, any new buildings suffer the same fate. This Spell has no effect on roads and structures made of wood, stone, or brick.