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Old 07-14-2021, 05:31 AM   #1
scc
 
Join Date: Mar 2013
Default Extra Forms Of 'Magery'

No, I'm not talking about allowing, say, RPM Magery into a campaign that already allows standard Magery, no something more interesting.

Magic says that Magery is present in between 1% and 2% of the population and Thaumatology says that it may be genetic (I think, that could be Magic again or Infinite Worlds), and in Banestorm it is true. So taking those two facts, 1-2% of the population are born with Magery and those without it can never acquire it, at least not by mortal means, and assuming that Magery is in the ON position when people are born, leaves you wondering what kind of other talents/abilities various Wizards Guilds have cooked up/discovered trying to make non-Mages into Mages.

So these abilities all share two common rules:

1. Someone with one of these abilities can't be or acquire Magery, or any other of these talents, without Divine intervention.

2. For the purposes of determining if someone is a Mage, someone with one of these abilities is a Mage, they can use Mage Only Magic Items, you can determine through aura reading the nature of their gifts, and abilities that affect Magery also affect these abilities.

So the only one I've been able to think up so far is this:
Living Magic Battery
You are a living store and font of magical energy, this grants you three things abilities:
1. Whenever participating in ritual magic you can always contribute 2 points of energy per Knows The Words;
2. You can cast Lend Energy at IQ, but only on people with Magery and only to restore energy lost to spell casting, and know Restore Energy at IQ.
3. You may purchase ER (Magical) to fuel all of this.

So does anyone else have any ideas?
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