Nexus Magic Powers
From Nexus D20 Wiki
The Nexus Magic System is designed to give the maximum possible choices for the player with the minimum possible mechanics. The system is designed to reflect magic users and psionisists from movies and novels. These characters usually have a few specific powers along a theme instead of the random grab bag of spells that many systems give you.
Most of this system is divided into several powers. You can create a character with one or several powers. Each power functions just like a skill and is rolled against in the same ways. There are a set of feats for each power. These feats are additional ways you can use your powers.
Unlike a standard skill, you can use most of the feats that are listed with a power without actually having them. They require an extended action called a ritual action to perform them. This means that once you have a power at a certain level, for instance trained, then you can use all the feats listed with that power as a ritual action and all the feats you actually purchased as a standard or complex action. Ritual actions have a higher DC and error range. Sorcery is a special power that allows you to take other powers as domains and be able to cast their feats as ritual actions as well. They are limited to Focused level magic in their Domains. Only by having the power directly can you gain Mastery in that power. In general, a person with a power is more powerul with it then a Sorcerer casting it as a ritual.
Nexus Magic Rules - The basic Magic rules
Nexus Spirits - Different powers can call upon different spirits
Powers
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Abjuration - Warding and Protection Magic Alchemy - Potions Astral - Magic of the Astral Plane Chaos - Destructive and corruption magic Earth - Elemental Earth Magic Electrokinesis - Control over electricity Enchantment - Enchanting magic items Fire - Elemental Fire Magic |
Force - Jedi Powers Life - Healing magic and Paladin powers Necromancy - Magic of the Dead Shadow - Make the Shadows move Shift - Magic of gates and teleportation Sorcery - Mastery of magic Storm - Mastery of Elemental Air and Storms Technomancy - Mastery over technology |
Telekinesis - Mind over matter Telepathy - Mind over Mind Totemic - Spirits that enhance your physical powers Transfiguration - Magic of illusions and fey magic Transmutation - Magic of altering the shape of and controlling plants and animals Water - Elemental Water Magic |
Traits
Obvious – Your power puts on a show when used. You will glow and there will be a bolt that goes from you to your target. The more powerful the effect the greater the glow.
Subtle – Your power does not have a glow or show that you are doing anything.
Direct – Your powers effect targets within your direct line of sight. This means that if you use an area effect power only those that you can see are targeted even if they are righ beside each other.
Indirect – Your powers ignore intervening objects. Any area of effect powers effect from their targeted point and you don't have to see it for it to effect it.
Low – You can use this in a low mana zone.
Medium – You can use this power in a medium mana zone or higher.
High – You can only use this is power in a high mana zone.
There are different speeds for actions. This is listed as follows:
DA – Defensive Action – You can use this as a defense
SA – Single action – actions as for combat skills
CA – Complex Action – It takes a full round action and it can't be used to interrupt with
RA – Ritual Action – It takes several minutes to several hours to complete and must be done out of combat.
NA – New Ability – This is a permanently power that is always active.
Bolt – Single target
Blast – Multiple targets, target a point and works like a grenade. Compare the connection roll with each target.
Shield – Personal protection
Ward – Protect an area
Wall – create instant defensive object that can stay and act as a defense without taking additional actions. Others can take refuge behind it and the defense can't go below it's cover modifier.
Immunities – These are types of damage that the character has increased resistance to based on their power. Apply their skill bonus to their save or as DR as applicable.

