Manifesting Mystic Powers/Capabilities

Each capability is classified usually by Aptitude. For each of these, the actual act of Manifesting capability has a different name. Each capability is different, and most can be personalized or modified through additional research and experimentation; Most choose the quickest/common manifestations as customized versions take more away from in-game time after Character Inception because the time it takes.

The knowledge of the Traditions, Methods, and outcomes surround mystical powers and are framed as either a Low Art (default, most approachable but requires M, S, and V components) or High Art understandings. In additional to skills and lores, the Meditation feature allows explorations of a mystical nature. Inscribed materials are typically done in a way to affix their formulaes with the appropriate mystic reservoir.

Manifestation Aspects

Common Manifesting Aspects: Common aspects of working with psychic powers/capabilities may include such things as raw will power, deep understanding (sometimes based on Aptitude), perception and filters, the use of anima energy and/or Essence, verbalizations, materials (symbolic, sometimes consumed), mental visualizations, specific movements and combinations of any of these. Where one or more are not required may be a way to improve the potency of the Manifestation by adding such a requirement to it, especially materials if offered destructively (consumed) as part of the act.

Low Art of Magic

Aspects always present: All formulae use perception and filters, verbalizations, materials (symbolic, consumed), mental visualizations, specific movements.

Low Art Material Empowerment for Casting

Materials are required for the Low Art practices. It should be assumed all Low Art formula requires materials for successful casting.

A Mystic Focus Point Item, a Place of Focus or Anima Manifestation can be used to create the necessary elements that would normally be consumed in the casting of a spell. An entity must have an anima pool in order to manifest for material consumption.

Components: Suggested cost _Baselines_ for Empowerment Levels:

  1. Pervasive/Common: 1% cost portion
  2. Uncommon: Simple cost portion (10%)
  3. Scarce: Average cost portion (25%)
  4. Rare: Major cost portion (50%)
  5. Unique: Full cost portion (100%)

High Art of Magic

Aspects always present: All formulae use raw will power, deep understanding, perception and filters, verbalizations, the use of anima energy or Essence, mental visualizations, specific movements.

Magic Manifestation Process

  • Effort: Effort is comprised of the knowledge and energy that triggers the “Spell” effect.
  • Effect: Effect is comprised of the focus and direction (Concentration) that triggers the “Spell” effect.
  • Presentation: (Final Manifestation Presentation) Spells, when manifesting, have a physical appearance component in addition to their basic physical parameters (damage, outcome, etc. The physical appearance properties – color, smell, etc. are set by the effect and how it was learned, but can be customized under the right circumstances.

Incarna d20™ Manifestation Details/Mechanics

This content is part of the i20™ Variant for the d20 System™.
  1. Pervasive/Common = No Adjustment
  2. Uncommon = +1 Spell Attack/DC Save
  3. Scarce = +2 Spell Attack/DC Save
  4. Rare = +3 Spell Attack/DC Save
  5. Unique = +4 Spell Attack/DC Save

iCore Manifestation Details/Mechanics