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Depending on the level of magic chosen for the campaign, some or all of these powers may be available to adepts.
Description: This is essentially the typical high magic world of a classic dungeons and dragons world. All of the powers are available to an adept, including Wild Talent (granting any one power*), allowing access by non adepts to powers.
Arcanum: 5 pips per feat
DC check: The base DC is unchanged.
Cumulative Fatigue: None
*The Wild Talent feat generates the same amount of pips as Arcanum and unless the narrator is using the optional partial power rule, a power chosen must have a power cost be equal to or less than that number of pips.
Description: Powers exist in the world, even commonly in some places. However, for some reason access to powers is restricted. This may be a magical reason such as poor alignment in the stars, the blocking, or draining, of magic by some great power, or by any other reason the narrator feels fits her campaign.
In the restricted magic world 5-10 powers are either lost, or barred. These are usually the more powerful powers such as Teleport, Plane Shift, Elemental Strike, Shadow Strike, Weather Shaping, Wizardry, and Imbue Life.
Arcanum: 4 pips per feat
DC Check: Magic is a little more strenuous to cast, with a DC increase to casting and fatigue of +2.
Cumulative Fatigue: 1 Hour
Description: In the blocked world, the existence of magic is known, though rare enough to be feared or revered when seen. Powers
Arcanum: 3 pips per feat
DC Check: Magic is a little more strenuous to cast, with a DC increase to casting and fatigue of +5.
Cumulative Fatigue: 8 Hours
Description: The world is one in which magic essentially does not exist. However, magical relics, tomes retaining some powers/spells and rare magical beasts do still exist, though they are rare. In such a world, 5-10 powers do exist, though learning these powers often require a teacher, and require certain skills and/or feats.
Arcanum: 2 pip per feat
DC Check: Magic is a dangerous to use, with a DC increase to casting and fatigue of +10. In addition, feats that allow magic or powers require training and may take years of research to find a teacher. Commonly, magic is easier at certain times of the year, and in certain places. At these times and places, the DC may be reduced to +5, +2 or even +0.
Cumulative Fatigue: 24 Hours