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Attunement List

Attunement is an ability that some classes have access to. It gives a character a special connection to one type of magic that they can cast. This connection grants them one immunity and two minor magical effects. The following list contains the immunity and minor effect options for all types of magic.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

This is a digital artwork of a yellow and green budgerigar sitting on a branch with a tiger head that is the same color as its yellow feathers.

 

 

Air Magic

Immunity:

  • Airborne poisons and drugs. You experience no harm or other effects from poisons or drugs that are carried through the air. This works on both magical and mundane poisons and drugs.
  • Wind. You can choose to make wind and other strong movements of air flow around you, rather than hitting you. Any time that you are hit by a strong wind you can choose to use this immunity. If you don’t make that choice, the air affects you normally.

Minor Magical Effects:

  • Amplify your voice.
  • Create a small gust of air.
  • Become extremely light for a short period of time.
  • Once per day, you can silence a loud sound so that no one hears it.

 

Analytic Magic

Immunity:

  • Having personal magical effects countered. This means that others can’t counter or dispel magical effects that are on you, such invisibility or enhanced speed, without your consent.
  • Direct effects caused to you by magic that has gone awry. Note that the awry magic can still affect everyone and everything around you.

Minor Magical Effects:

  • Suppress an ongoing magic effect for ten seconds. You must rest for one minute before doing this again.
  • Sense which nearby items are magical.
  • Detect whether a nearby person is currently being affected by magic. Note that this does not detect magic items unless they are currently affecting the person in that moment.

 

Animal Magic

Immunity:

  • Direct harm caused by non-magical animals.
  • Direct harm from poisons. This means that poisons can’t directly harm or kill you, but you still experience their other effects, such as pain or dizziness.

Minor Magical Effects:

  • Become nonthreatening to shy animals.
  • Once per day, you can transform your body to have a specific animal body part, such as claws, camouflaging skin, or gills. When you take this ability, choose what this body part is. This choice is permanent.
  • Sense the direction of the nearest non-sapient animal. If you wish, you may exclude animals that are traveling with you, such as a mounts and animal companions, from your search.

 

Attention Magic

Immunity:

  • External distractions. If you don’t want to pay attention to something in your environment, it does not capture your attention.
  • Magic that prevents you from perceiving things that are there. Note that things can still be hidden from you by mundane means.

Minor Magical Effects:

  • Make someone briefly turn their attention to a spot behind them as if they had just felt or heard something there.
  • Cause someone to suddenly notice an object, even if it would not normally grab their attention.
  • Make one object less noticeable for five minutes. This means that others know that it is there, but they are less interested in it than they would otherwise be. You must rest before you are able to do this again.

 

Communication Magic

Immunity:

  • Magical effects that block your ability to communicate.
  • Unwanted magical communication. You still receive magical communications that you want, including those that are unexpected.
  • Unwanted mundane communication. Please check in with your game master for this one, as it gets strange quickly.

Minor Magical Effects:

  • Amplify your voice.
  • Transmit a still image into one person’s mind.
  • Project a sound into one person’s mind. This sound can be a single word or a nonverbal sound.
  • Send a secret message to one nearby person. This can be done in any language that you both know. Only the person that you select receives your message.

 

Diminishment Magic

Immunity:

  • Magical effects that reduce your speed. All other aspects of the magic still take effect, but your speed is unchanged. For example, if you are shrunk down to a small size, your strength is reduced accordingly, but your speed is unchanged.
  • Magical effects that interfere with your charisma. All other aspects of the magic still take effect, but your charm and ability to sway others is unchanged. For example, if you are transformed into a skunk, your physical abilities will change significantly, but your capacity to use social skills will be unchanged.

Minor Magical Effects:

  • Become extremely light for a short period of time.
  • Shrink to half your size. Note that you will have one eighth of your previous weight.
  • Moderately decrease the speed of a non-sapient animal or creature. For example, if an owlbear is chasing you, this effect would allow you to slow it down a bit so that it is easier for you to get away.

 

Earth Magic

Immunity:

  • Being knocked over. Even when powerful forces affect you, you can choose to remain upright.
  • Being lifted off the ground. When you are touching the ground and choose to stay that way, you can’t be picked up or lifted off of it by any means.

Minor Magical Effects:

  • Identify minerals by touching them.
  • Turn one square foot of mud into stone. If you desire, you can make multiple stones out of mud by doing them one after the other. After a day, these stones turn back into mud.
  • Become extremely heavy for a short period of time.

 

Emotion Magic

Immunity:

  • Fear. You still feel fear, but it never takes over or clouds your ability to make decisions.
  • Unwanted magical alterations to your emotions. This means that others can’t use magic to change your emotions without your consent. In addition, if your Emotion Magic goes awry, your emotions will not be changed, though the magic going awry will have other consequences.

Minor Magical Effects:

  • Detect one specific emotion. Choose an emotion, such as surprise, sadness, anger, or joy. This choice is permanent. Any time you choose to focus on detecting this emotion, you know if a nearby person is feeling it.
  • Calm a person who wants to be calmed.
  • Detect the direction of the nearest strong emotion.
  • Detect when someone is using magic to alter emotions.

 

Enhancement Magic

Immunity:

  • Having personal magical effects countered. This means that others can’t counter or dispel magical effects that are on you, such invisibility or enhanced speed, without your consent.
  • Being deceived by magical enhancements. This means that you always know when someone is using a magical enhancement.

Minor Magical Effects:

  • Become extremely heavy for a short period of time.
  • Double your speed for one minute. You must rest before you can do this again.
  • Moderately increase the speed of a non-sapient animal or creature. For example, if you are chasing after an escaping thief on horseback, this effect will make it easier for your horse to catch up to them.
  • Double your strength for one minute. You must rest before you can do this again.

 

Fire Magic

Immunity:

  • Fire.
  • Bright light. This means that bright light does not hurt your eyes or impede your ability to see. For example, you can go directly from bright light to dim light without needing to adjust.

Minor Magical Effects:

  • Make a magical light that hovers near you.
  • Create a quick flash of light that is as bright as an average campfire.
  • Light a small flame in your hand or on another body part of your choice.
  • Sense the direction of the nearest fire.

 

Force Magic

Immunity:

  • Barriers made of magical force. You can move and cast magic through barriers made of magical force as if they weren’t there. This immunity does not impede your ability to be supported by surfaces made of magical force.
  • Having an external force break your contact with an object or surface that is made of magical force. Contact means that you are touching it with part of your body or a mobility device and it works through clothing. You can break the contact any time you want. Gravity is considered an external force, so this immunity can be used to assist you in safely moving over or climbing up surfaces that are made of magical force.

Minor Magical Effects:

  • Make a square of magical force. This square is any size you want up to a maximum of six feet by six feet. You get to choose its exact location and whether it is horizontal or moderately sloped. The square does not need to be supported by anything and it is securely anchored in place to its location. You must rest before you can do this again.
  • Make a wall of magical force that lasts for thirty seconds. You must rest before you can do this again.
  • Telekinetically control a small object for one minute. This is done by touching the object and then focusing on it. For one minute you can levitate this object and move it around with your mind.

 

Harm and Affliction Magic

Immunity:

  • Direct harm from poison. Poisons cannot directly harm or kill you, but you still experience their side effects, such as pain or dizziness.
  • Side effects of poison. Poisons still harm you, but you do not experience any other effects from them.
  • Direct effects caused to you by magic that has gone awry. Note that the awry magic can still affect everyone and everything around you.

Minor Magical Effects:

  • Momentarily disorient someone.
  • Make someone yawn.
  • Identify whether a creature, plant, or substance is poisonous.

 

Healing and Restoration Magic 

Immunity:

  • Direct harm from poison. Poisons cannot directly harm or kill you, but you still experience their side effects, such as pain or dizziness.
  • Side effects of poison. Poisons still harm you, but you do not experience any other effects from them.
  • Harm to anyone caused by your Healing and Restoration Magic that has gone awry. This means that when your Healing and Restoration Magic goes awry, it will not cause harm to anyone. For example, injuries will not get worse or spread to other people. Keep in mind that the magic going awry will still have an effect that causes a challenge or complication—it just won’t be an effect that causes immediate harm.

Minor Magical Effects:

  • Heal minor scrapes and injuries with a touch.
  • Identify whether a specific person, animal, or plant has been poisoned.
  • Calm a person who wants to be calmed.

 

Illusion Magic

Immunity:

  • Magic that makes you perceive things that aren’t there. Be sure to tell the game master when you are using this immunity.
  • Magic that disguises something as something else. Be sure to tell the game master when you are using this immunity.
  • Magic that prevents you from perceiving things that are there. Note that things can still be hidden from you by mundane means. Be sure to tell the game master when you are using this immunity.

Minor Magical Effects:

  • Make food taste better.
  • Create a nonverbal phantom sound. Anyone near you can hear this sound.
  • Make a small object invisible for one minute. Note that this object can still be perceived by other senses. You must rest before you are able to do this again.
  • Make one object feel like it is a different temperature than it actually is. For example, you can make something seem extremely hot or cold.

 

Mind Magic

Immunity:

  • Mind reading.
  • Mind control.

Minor Magical Effects:

  • Transmit a still image into one person’s mind.
  • Project a sound into one person’s mind. This sound can be a single word or a nonverbal sound.
  • Sense the direction of the nearest sapient mind. This means a mind with human-like mental capabilities. If you wish, you may exclude familiar people from your search.
  • Calm a person who wants to be calmed.

 

Necromantic Magic

Immunity:

  • Being possessed by ghosts and other incorporeal beings.
  • Direct harm caused by undead beings. An undead being is anything that is dead that continues to directly interact with the living world. This includes animated corpses (such as zombies), ghosts (such as will-o’-wisps), and full undead which have both bodies and souls (such as vampires).

Minor Magical Effects:

  • Feel when undead beings are nearby.
  • Identify whether or not a specific undead being is sapient. This means that you can determine whether it has a mind with human-like mental capabilities. In order to use this ability, you must be physically present with the undead being you are assessing.
  • Once per day, you can calm an undead being for five minutes. If the undead being is harmed during this time, then it stops being calm.

 

Object Magic

Immunity:

  • Undesired magic that directly affects objects you are holding or wearing.
  • Having an object taken from your grasp. If you are holding onto something, then others can’t physically take it from you. This happens regardless of whether others use mundane or magical means to attempt to grab the object.

Minor Magical Effects:

  • Sense which nearby items are magical.
  • Animate one small object for five minutes. This is done by touching the object and then focusing on it. For five minutes this object becomes animated as if it was a small creature. You control its movements with your mind. It can bend, twist, crawl, climb, and manipulate other objects.
  • Locate a nearby object that you are searching for. This can be a lost or hidden object, but you must be close to the object and specifically looking for it.
  • Magically clean an object. This is done by waving your hand (or a different appendage of your choice) over the object and focusing on it.

 

Plant Magic

Immunity:

  • Plant growth that impedes movement. This means that any plant growth, whether it is magical or mundane, is unable to slow you down or otherwise block your movement. For example, plants that entangle can’t grab onto you, and dense, thorny hedges don’t harm or hinder you.
  • Direct harm from poisons. This means that poisons can’t directly harm or kill you, but you still experience their other effects, such as pain or dizziness.
  • Side effects of poison. Poisons still harm you, but you do not experience any other effects from them.

Minor Magical Effects:

  • Heal minor damage to a plant by touching it.
  • Animate one branch or root the size of an average hand.
  • Identify whether a plant is edible by touching it.

 

Protection Magic

Immunity:

  • Magical barriers. You can move through magical barriers as if they aren’t there.
  • All magic that directly affects you, including both harmful and beneficial magic.
  • Direct effects caused to you by magic that has gone awry. Note that the awry magic can still affect everyone and everything around you.

Minor Magical Effects:

  • Make a wall of magical force that lasts for thirty seconds. You must rest before you can do this again.
  • Feel when undead beings are nearby.
  • Suppress an ongoing magic effect for ten seconds. You must rest for one minute before doing this again.
  • Sense the direction of the nearest shelter.

 

Sensing Magic

Immunity:

  • Being directly located by magic. Note that there may be ways to locate you indirectly, but this will take additional work or planning.
  • Magical effects that block physical or magical perception.

Minor Magical Effects:

  • Detect whether a specific object, plant, or animal is poisonous.
  • Locate a nearby object that you are searching for. This can be a lost or hidden object, but you must be close to the object and specifically looking for it.
  • Sense which nearby items are magical.

 

Shapeshifting Magic

Immunity:

  • Unwanted magical alterations to your physical form. This means that others can’t use magic to alter your physical form without your consent. In addition, if your shapeshifting magic goes awry, your physical form will not be changed, though the magic going awry will have other consequences.
  • Deceptive shapeshifting. This means that you are always able to tell when someone is not in their true form.

Minor Magical Effects:

  • Make one cosmetic change to your appearance. This change can be anything you want, as long as it only affects your appearance. For example, you could switch to a different hair style or change your eye color. Each change lasts as long as you want and there is no limit to how often you can make new changes, but you can only have one change happening at a time.
  • Once per day, you can transform your body to have a specific animal body part, such as claws, camouflaging skin, or gills. When you take this ability, choose what this body part is. This choice is permanent.
  • Shrink to half your size. Note that you will have one eighth the weight.

 

Summoning Magic

Immunity:

  • Unwanted physical contact with summoned beings. If you don’t want them to physically interact with you, summoned beings pass right through you as if they were incorporeal.
  • Magical harm done to beings you have summoned. Your summoned beings can still be affected by magic, but they will not be directly harmed by it.

Minor Magical Effects:

  • Detect the nearest summoned creature. You know the direction this creature is in and how far away it is.
  • Double the speed of one summoned creature for five minutes. You must rest before you can do this again.
  • Know the status of one summoned creature that you are thinking about. This means that you know approximately where they are and if they are distressed or taking damage.

 

Transportation Magic

Immunity:

  • Magical effects that slow you down, restrain you, or prevent you from moving. You still experience any other effects from the magic.
  • Mundane (non-magical) terrain that would slow your movement. This means that you are not slowed by things like mud, dense growth, rubble, steep slopes, or ice.

Minor Magical Effects:

  • Always know where north is.
  • Give someone the endurance needed to lift or pull a heavy load for an extended period of time. This magic doesn’t change how much a character is able to lift or pull, but it does make them able to lift or pull at their maximum capacity for a long time without tiring.
  • Double your speed for one minute. You must rest before you can do this again.

 

Water Magic

Immunity:

  • Cold.
  • Harm caused by liquid water, including drowning, impacts with water, and harm caused by water pressure.

Minor Magical Effects:

  • Fill a cup with drinkable water. At the end of the scene any unused water vanishes.
  • Chill an item that you are holding.
  • Sense the direction of the nearest fresh water.

 

Weather Magic

Immunity:

  • Lightning.
  • Direct harm and fatigue caused by extreme weather. Keep in mind that extreme weather can still harm you indirectly. For example, a desert’s heat won’t affect you, but you will still need to have a source of water.

Minor Magical Effects:

  • Predict what the weather will be one hour from now.
  • Give a small electrical shock to something you touch.
  • Make a small rainbow appear. You can do this regardless of what the current weather is.

 

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