Magic

Low magic
Warlords of NUM is a low magic setting. Most people are aware that magic exists, but few truly understand it. An average character will be extremely distrustful of anyone who displays supernatural powers or traits. Those who use supernatural powers risk corruption, mutation, or madness.

Magic as an Array
In the standard Mutants & Masterminds rules, characters may buy the Magic power, which is essentially a specific example of the Array power structure. Instead, we use the following house rule.

Prepared magic
The most common type of magic in Warlords Of NUM is prepared magic. There are four basic kinds of prepared magic in Warlords Of NUM: alchemy, rune magic, thaumaturgy, and theurgy (thaumaturgy and theurgy may also be used for extemporaneous magic). Any character with the Artificer or Ritualist feats must choose one of these types of magic. A character may be capable of using more than one kind of prepared magic, if they have the appropriate Knowledge or Craft skills.

Alchemy
Alchemy is a multifaceted subject. It is a form of chemical technology exploring the nature of substances. It is also a philosophy of the cosmos and of mortals' place in the scheme of things. Alchemists have an amazing language of emblematic symbolism which is used to explore the world, although this language is not useful for communicating anything other than alchemical topics. Alchemy has a strong philosophical basis, and many alchemists incorporate religious metaphor and spiritual matters into their alchemical ideas.

Products of alchemy are usually elixirs, powders, tinctures, and the like, but they may also include other items which have been treated with alchemical substances.

Alchemical substances which are used in conjunction with the Ritualist feat are consumed when the spell is cast. Alchemical substances which are employed as part of the Artificer feat are consumed in creation of the artifact.

A character skilled in alchemy must have the Craft: Alchemy skill.

Rune magic
Rune magic is based on shapes and symbols which embody the underlying structure of the universe. Each rune is a letter with its own sound and name. Runes can be combined into words for purposes of written communication, and were extensively used in this way by the civilization which once spread over most of western NUM prior to the rise of the Khultheans. However, runes are also magic symbols, each possessing its own esoteric power that may be evoked and directed to accomplish ritual purposes. The occult power of each rune can express itself as a basic force or as an intelligent spirit. Runes can be used for active magic and for divination, as well as for a magic alphabet.

Runes are typically inscribed into a substance in a carefully executed ritual. However, they may also be drawn, painted, or even tattooed.

Runes which are activated with the Ritualist feat are erased when the spell is cast. Runes which are employed as part of the Artificer feat are assumed to be as permanent as the substance onto which they are inscribed or drawn, although they lose their power once the magical creation has served its purpose.

A character skilled in rune magic must have the Craft: Runes skill. Most runecasters are also proficient in Thane.

Extemporaneous magic
There are two basic kinds of extemporaneous magic in Warlords Of NUM: thaumaturgy and theurgy. Any character with the ability to cast spells must choose one of these types of magic.

Thaumaturgy
Thaumaturgy, or "arcane magic", is the practice of harnessing the powers of the universe through carefully prepared and precisely executed spell constructs. Even the most relatively "simple" of spell constructs is still a massively complex thing, requiring great knowledge and practice to use correctly.

Thaumaturges are known by a wide variety of labels, depending on their areas of expertise and the tradition they follow. Some of the more common types of thaumaturges are mages, necromancers, sorcerers, tantric magicians, and wizards.

Use of thaumaturgy demands the most rigorous powers of concentration. Every time this power is used, the caster must make a Knowledge (arcane lore) check against a difficulty equal to (10 + rank used). Success results in no negative effects on the user. Failure is treated as failing a save against the Fatigue power (M&M 2e, p. 85): –2 to Str and Dex, –1 to attack and defense, and the character cannot move all out. If the Knowledge (arcane lore) check fails by 5 or more, the spellcaster is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the Knowledge (arcane lore) check fails by 10 or more, the spellcaster becomes unconscious. Already fatigued characters who suffer another fatigue result become exhausted, while exhausted characters who suffer another fatigue result become unconscious.

Note that a failed Knowledge (arcane lore) check has no effect on whether the spell is cast successfully. Penalties applied due to a failed check are applied after the results of the spell itself are resolved (the attack roll, the target's saving throw, etc.). Because there is a consequence for failure, the character may not take 20 on the Knowledge (arcane lore) check.

The magic of a thaumaturge is purchased as an Array with the following Flaw:

A practitioner of thaumaturgy has the following Drawback:

Additionally, some magical effects are difficult or impossible for thaumaturges to produce: arcane blasts, healing, flight, mind reading and telepathy, nullify magic, teleportation, and universally effective force fields, for example. Knowledge (arcane lore) check difficulties for these powers are increased by 10 (20 + rank used).

All effects obtained using this power carry the magic descriptor.

Diaphthorurgy
Diaphthorurgy, or "blight magic", is a vile form of thaumaturgy, knowledge of which was lost long ago. Diaphthorurgy requires that the caster possess at least one rank in Knowledge (forbidden lore), but her ranks in Knowledge (forbidden lore) may never exceed her ranks in Knowledge (arcane lore).

Diaphthorurges were known by a wide variety of labels, none of them pleasant. Some of the more common names for diaphthorurges were blight sorcerers, ruin mages, and defilers.

In most respects, diaphthorurgy is identical to thaumaturgy. However, rather than suffering Fatigue on a failed Knowledge (forbidden lore) check, a diaphthorurge may choose instead to draw on the life energy of the caster's surroundings, converting the energy of life into magical power to strengthen and stabilize her spell constructs and to counteract the damaging feedback that causes Fatigue. Plants near the diaphthorurge wither, and once-fertile soil turns sterile, leaving behind an ashen circle of dead plants with a radius equal to 5 x the spell's rank in feet (if the caster is already in such an area, the radius of that area expands 5 x the spell's rank in feet). The ash left behind is coarse and grey and totally devoid of life-giving properties. Nothing will grow in the blighted area for years: even if the ash is blown away by the wind, the ground remains a lifeless scar. Whether the diaphthorurge suffers Fatigue or blights her surroundings after a failed Knowledge (forbidden lore) check is the caster's choice.

Note that as with thaumaturgy, a failed Knowledge (forbidden lore) check has no effect on whether the spell is cast successfully. Penalties applied due to a failed check are applied after the results of the spell itself are resolved (the attack roll, the target's saving throw, etc.). Because there is a consequence for failure, the character may not take 20 on the Knowledge (forbidden lore) check.

The magic of a diaphthorurge is purchased as an Array with the following Flaw:

A practitioner of diaphthorurgy has the following Drawback:

Additionally, some magical effects are difficult or impossible for diaphthorurges to produce: arcane blasts, healing, flight, mind reading and telepathy, nullify magic, teleportation, and universally effective force fields, for example. Knowledge (forbidden lore) check difficulties for these powers are increased by 10 (20 + rank used).

All effects obtained using this power carry the magic descriptor.

Theurgy
Theurgy, or "divine magic", is the practice of entreating supernatural entities to accomplish wondrous or magical effects. This can vary from the appeasement of lesser nature spirits, such as the jenn of a stream or hill, up to prayers and requests made to Numina themselves. Practitioners of theurgy are typically priests or worshippers of the entities they entreat, but they may also see themselves as supernatural negotiators, trading favors for power.

Theurgists are known by a wide variety of labels, depending on their areas of expertise and the tradition they follow. Some of the more common types of theurgists are druids, priests, shamans, warlocks, and witches.

Use of theurgy can be emotionally draining. Every time this power is used, the caster must make a Will save against a difficulty equal to (10 + rank used). Success results in no negative effects on the user. Failure is treated as failing a save against the Fatigue power (M&M 2e, p. 85): –2 to Str and Dex, –1 to attack and defense, and the character cannot move all out. If the save fails by 5 or more, the spellcaster is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the spellcaster becomes unconscious. Already fatigued characters who suffer another fatigue result become exhausted, while exhausted characters who suffer another fatigue result become unconscious.

Note that a failed Will save has no effect on whether the spell is cast successfully. Penalties applied due to a failed check are applied after the results of the spell itself are resolved (the attack roll, the target's saving throw, etc.).

The magic of a theurgist is purchased as an Array with the following Flaw:

A practitioner of theurgy has the following Drawback:

Additionally, the spells of casters who gain their powers through pacts with supernatural entities may be countered by certain substances or rituals which are effective against those entities.

All effects obtained using this power carry the magic descriptor.