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Specialties and magic help make your character. Woo!

Magic types:

These are examples of magic types, based on the elemental affinities. Other types of magic can be based off of these types. Consult your GM for more details.

Flux Magic [Fire based]

Fire magic transforms things, as fire can transform wood to ash, sand to glass, water to steam and ore to iron. Like the effects of fire, the effects of this magic last only a short time, usually about a day.

As sight is the sense connected to fire, fire magic works through the concentrated gaze of the mage.

Soil and Stone [Earth based]

The mage can draw on the fertile energy of soil and the enduring power of stone. The mage is a healer, a ward against evil, and a source of strength and health.

As touch is the sense connected to earth, this magic works through physical contact, especially with the hands.


  1. Alter minor features on small objects, such as making a pebble smoother
  2. Alter minor features of small animals, such as making a squirrel more energetic or changing a ladybug's coloring.
  3. Alter minor features, such as aging milk, freshening air,
    fortifying wine, weakening rope, rusting metal.
  4. Alter petty features of an average person, such as scent, hair color, and so on. Change the size or shape of an inanimate object.
  5. Alter an average hero's features, such as height or race.
  6. Transform the body of an average person [3 Earth] into that of an animal.
  7. Transform the body of an average person into that of a very small or very large animal; transform an average person [body and mind] into an animal.



  1. Aid the ill.
  2. Speed healing.
  3. Counter diseases; ward someone against a particular danger or magic.
  4. Bless crops; counter poisons; keep a mortally wounded person from dying.
  5. Counter curses; let a mortally wounded person recover (slowly) from wounds.
  6. Save a realm from plague; heal a dying person; destroy spirits of corruption.
  7. Ward a group of people against harm.

Words of Power [Air]

This form of magic uses spoken and written words to affect living things, spirits and magical forces. The mage can inscribe charms with magic words and symbols, but the charms don't have the same effect as a directly spoken word. This form of magic is very versatile, but it is especially useful for binding spirits, sealing portals, warding chambers, compelling lesser creatures to obey, and striking down opponents with power words. If a spoken word has a lasting, rather than immediate, effect, then speaking another such word of power negates the first one. for example, if a mage compels a cat to go into the next room and scratch the first person it comes across and the mage uses another word of power before the cat has completed its mission, then the spell on the cat is lifted.

As sound is the sense connected to Air, this magic works through the mage's words.

Open Chalice [Water]

The mage is receptive to energies, powers and spirits. For example, the mage can sense strong emotions in a location where they were experienced, allow spirits to speak through him or her, sense energies that are ruling or affecting a realm, and so on. the mage can see auras of increasing subtlety as this magical power increases, but interpreting those auras can be tricky. A new type of aura seen for the first time carries little information to the mage; only experience teaches the mage what different auras mean. The mage can allow negative energies to "pass through" without doing harm.

As water rules intuition, this magic works mostly through the unconscious senses of the mage. As taste and smell are the physical senses ruled by water, this magic sometimes uses magic drinks, smoke, incense or other aids.


  1. Inscribe charms to bring (slightly) good luck; command bugs by voice
  2. Command domesticated, peaceful animals to do simple tasks
  3. Inscribe charms for various minor purposes; force back wild animals
  4. Bind spirits; misdirect mortals; inscribe charms for protection from specific dangers
  5. Force back an average person (3 Earth) with a magic word
  6. Bind powerful magics; kill an average individual (3 Earth) with a word; force back a group of average people (3 Earth) with a word
  7. Kill a small group of average people (3 Earth) with a word; force back a large beast (5 Earth) with a word


  1. Sense strong energies.
  2. See strong auras, such as those of powerful mages or mighty magical artifacts
  3. Call and channel spirits with varied success.
  4. Communicate nonverbally with animals; call and channel most spirits
  5. Communicate nonverbally with plants; call and channel spirits with facility; accept and neutralize petty negative energies.
  6. Open up to and channel powerful spirits without harm.
  7. Sense multiple layers of magical energy; accept powerful negatives without harm.

Here's a rough gauge of what level of mage you'll be with given points invested in to a Magic path.

  1. Apprentice, capable of modest tricks and catastrophic mistakes
  2. Weak, capable of a decent spell or two; has an understanding of magic as a science.
  3. Average, humble practitioner with some impressive powers in his or her area of specialization, but not one to tackle great magical challenges. A town of a thousand people might have one such mage.
  4. Gifted, talented spellcaster with a good grounding in magic and some real promise. One in a city of ten thousand.
  5. Powerful, well above the average; capable of faing powerful magical threats. One in a kingdom of a hundred thousand people.
  6. Mighty, the mightiest living mage that most people have ever heard of; a master of magic. One in a million.
  7. Legendary, the most powerful mage from sea to sea. A continent of ten million people might have one such mage.

This will help you compare the specific example paths. Remember that you are invited to invent your own path and focus and we can thrash out what kind of abilities you have at your fingertips but if you don't feel like that, you can crib the example paths.

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