Mystical Powers
Magic Words, Psychic Powers, and Totem Aspects
Magic Words, Psychic Powers, and Totem Aspects are real and ever-present forces in the world of Sentius: Last Enclave. While they defy precise definition, those who study them find ways to harness and develop their abilities.
Each of these mystical paths offers unique strengths and mechanics, allowing characters to wield arcane spells, mental powers, or spiritual aspects in their journey.
Magic Words
Magic is not innate—characters must acquire the Magic Words trait to gain access to spellcasting. Spells are constructed from three types of words:
- Action Words – Define the spell’s intent (e.g., summon, destroy, protect).
- Power Words – Define the spell’s effect (e.g., fire, healing, barrier).
- Target Words – Define who or what is affected (e.g., self, enemy, area).
Learning and Advancing Magic Words
- Each Action, Power, and Target Word is learned individually.
- Raising a Magic Word above Apprentice works like a skill—you track usage during sessions and advance accordingly.
- To learn a new word, you must sacrifice a skill increase during character advancement.
Casting Spells
Spellcasting requires either gestures or chants. Once chosen, you cannot switch between the two methods.
Gestures (Somatic Magic)
✔ Requires complex hand motions.
✔ Can still cast if gagged but cannot cast if restrained.
Chants (Verbal Magic)
✔ Requires spoken phrases in ancient tongues.
✔ Always three spoken words form a spell.
✔ Can still cast if bound, but cannot cast if gagged.
Psychic Powers
Psychic Powers are purely mental abilities, requiring intense focus rather than spoken words or gestures.
- Psychic abilities manifest as subtle, unseen forces unless producing destructive effects (e.g., fire, telekinetic impact).
- Psychic users must take the Psychic Powers trait to access these abilities.
- Many fear psychics more than magic users or shamans, as their abilities are invisible and unpredictable.
Executing Psychic Powers
✔ No external signs unless the effect is visual.
✔ Can be performed as long as the user can think—bindings or silence do not affect psychic powers.
Totem Aspects
Shamans who worship a totem animal channel their spiritual energy through aspects of that totem.
- Each totem animal grants access to ten aspects.
- These aspects range in power levels: Minor, Moderate, Significant, and Grand.
- Each totem also grants three associated skills, aligning with the totem’s nature.
Gaining Totem Aspects
✔ Shamans must choose a specific totem.
✔ They require the Totem Aspect trait to access the totem animal, and can develop others like skills.
✔ Aspects strengths vary by totem.
Mechanics of Using Powers
To activate a power, follow these steps:
- Select the ability – Choose the Magic Word, Psychic Power, or Totem Aspect.
- Determine the effect – Decide how powerful the effect will be, which influences casting time and energy cost.
- Casting Time:
- Every 6 construction points of power requires one action to prepare.
- The spell resolves when the final action is used (e.g., a 15-point spell takes 3 actions to cast).
- Energy Cost:
- For every 12 construction points, roll a usage check on Mana, Faith, or Psychic Pool.
- A 15-point spell requires two usage checks.
- Perform the Skill Check:
- Roll the lowest training level of the three magic words/totem aspect/psychic power.
- Target number is 12 for a standard check.
- Targeting & Line of Sight:
- All powers require line of sight.
- Darkness limits range, reducing effectiveness at night.
- Combat Powers & Defense:
- Offensive spells must beat the target's Defense Range.
- Area-of-effect powers roll once, applying the result to all within the range.
- Multiple target powers roll once, applying the result to all selected targets.
Spending & Recovering Power Pools
Casting drains energy, requiring Mana (Magic), Faith (Totem Aspects), or Psychic Pool (Psychic Powers).
Spending Power Points
✔ Regardless of success or failure, power is expended.
✔ Larger powers require multiple rolls to cover energy cost.
✔ If your pool reaches zero, you must rest to recover.
Recovering Power Points
✔ Casual rest (4 hours) restores 1 usage die.
✔ Sleep (2 hours) restores 1 usage die (faster recovery).
Bionetic & Cybernetic Interference
Augmentations weaken the ability to use magic, psychic abilities, and totem aspects.
✔ For every lost Stability point, suffer -1 to all power checks.
✔ Highly augmented individuals struggle to use mystical abilities.
Explore the Powers
➡️ Magic Words
➡️ Psychic Powers
➡️ Totem Aspects