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Magic Gifts

Magic Gifts govern a character's relationship with Ka, magical practice, and the structures that allow magic to persist, be shared, or be bound into the world. Magic in Kaernest is powerful, deliberate, and consequential. It is not effortless, infinite, or safe.

General Magic Gifts

Anchored Self

(1cc/5xp) You resist possession, compulsion, and involuntary transformation more effectively, though never perfectly. This does not grant immunity, but it does reduce the severity or duration of such effects at the GM's discretion.

Identify Magic

Cost: (1cc/5xp) You can determine the function and general nature of a magical item through careful examination. You may also recognize magic as it is being actively used, even if you do not understand its source or method.

Ka

Cost: See Below CC and XP costs are identical.
Ka represents the amount of magical energy a person can safely contain. Casting spells, sustaining effects, and participating in magical workings consumes Ka. Some items or locations may store or provide additional Ka.

Ka regenerates naturally over time, depending on the surrounding environment: - Normal areas: 1 Ka per hour - Ley lines: 1 Ka per 20 minutes - Ley nodes or strong sources: 1 Ka per 5 minutes

Ka regeneration never exceeds the rate provided by the environment, regardless of Gifts or effects.

Ka is purchased per point, with escalating cost.
The maximum Ka a character may hold is 24.

Ka Points Cost each
1-4 1
5-8 2
9-12 3
13-16 4
17-20 5
21-24 6

Magical Dabbler

Cost: (3cc/20sxp) Typically taken at Character Creation, this Gift represents a character who knows magic by instinct, accident, or limited exposure rather than formal training. You gain: - Access to Species Magic - Sorcery 1 - Channeling (Novice) - 1 Ka - 1 Species Method - 1 Thread from that Method This represents a single trick or narrow practice, not broad magical understanding.

Methods

Cost: As per species magic (Generally 5xp) Methods represent structured approaches to a species' magic. Each Method contains a group of related Threads. Methods are purchased as Gifts. Once you have access to a Method, you may purchase individual Threads from it.

Practiced Magician

Cost: (5cc/NA) Typically taken at Character Creation, this Gift represents a character who begins play with formal magical training. You gain: - Access to Species Magic - Sorcery 2 - Channeling (Apprentice) - 2 Ka - 2 Species Methods - 2 Threads from either of those Methods This Gift represents disciplined study, not mastery.

Ritual Memory

(1cc/5xp) Once per session, you may recognize the purpose of a ritual or enchantment, even if you do not know how to perform or replicate it. This reveals intent, not execution.

Sensitive to Ka

(1cc/5xp) You can sense strong flows, disruptions, or concentrations of Ka nearby, even without understanding their source or cause. This is an intuitive awareness, not precise detection.

Threads

Cost: As per species magic (2xp unless stated otherwise) Threads are discrete magical techniques, similar to spells. Threads define what you can attempt with magic. Success, duration, scale, and consequence are determined elsewhere. Threads are purchased individually, and their availability depends on the Methods you know.

Species Magic

Each race will have their own magic, some will have levels of power, others will be more like cantrips.
See Species Magic

Ritual Magic

Rituals use Ka and Channeling, but because they take significant time, practitioners may draw Ka as they work rather than relying solely on personal reserves.

Rituals: - often involve multiple participants - do not require all casters to share the same magical tradition - emphasize preparation, timing, and location

Ritual Caster

(1cc/5xp) You know how to participate effectively in ritual casting. You do not necessarily know any rituals, but you understand: - timing - coordination - role execution - and how not to disrupt the working

Ritual Building

Rituals can cost a crazy amount of Ka, and should. This is what will really set how long they take to cast. If a ritual costs 30 Ka to cast, finding a ley line to perform the ritual on, with 2 casters, taking 5 hours to cast that ritual means it doesn't touch a single Ka of either caster's personal reserves.

Enchanting

Enchanting follows the Crafting rules and represents the creation of persistent magical effects bound into objects. Enchanting requires deep theoretical understanding and careful execution. Magic resists permanence, and anchoring it into the physical world is slow, demanding work. Enchanting is not a means of generating wealth. It is time-intensive, risky, and often noticed.

Enchanting Theory

(2cc/10xp) You have learned the foundations of magical crafting and can design formulas for enchanted items. This Gift allows you to: - plan and execute enchanting projects - select appropriate magical materials - bind effects intentionally rather than accidentally

Enchanting Theory does not require being a Ritual Caster, though ritual magic is often helpful. Without this Gift, a character cannot create enchanted items.