Racial Magic
Basic Set: Campaigns · p.453
Open source p.453Many races of fantasy and horror
are magical. Below are two possible
ways to handle magical powers.
Advantages: Any advantage might
stem from the race’s magical nature as a
“special effect” (see Advantage Origins,
p. 33). Such advantages require mana
to work. If regions without mana are
common in the campaign world, apply
the limitation “Mana Sensitive,” worth
-10%, to the cost of such abilities.
Racially Innate Spells: Every member
of the race might have the inborn abili-
ty to cast one or more spells; see
Chapter 5. Ignore the usual prerequi-
sites and buy the spells using the rules
for racially learned skills (above). Add
racial Magery, if any, to the race’s skill
level. Magery is not required for racial-
ly innate spells – but without Magery,
the race’s magic only works in areas of
high or very high mana (see Mana,
p. 235). A race that can only cast racial-
ly innate spells pays the usual 5 points
for Magery 0, but may buy Magery 1+
with a -40% Accessibility limitation:
“Racially innate spells only.”