Magic

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Spells

Each magic using character gets a number of spells they can attempt based on their Magic Level and Arcana skill (1 per pip like languages for full mage, 1 per die for Adept Mage, and just one for Wild Talent), each of these begin at the same dice code as the Arcana skill and can be increased like normal skills or boosted with spell foci like wands, rings, or spell focus tattoos. The Mage will get access to more spells by increasing Arcana or purchasing them for 2 character points per extra spell.

Spell: Name of spell

Skill: Character’s specific skill in that particular spell (or Arcana if not adjusted up) to increase beyond arcana with character points treat them as a regular skill, but they will also increase with arcana..

Difficulty: the difficulty roll to cast the spell; a character must roll this to cast the spell, but if they beat it they can reduce drain by the difference.

Drain: The base drain of the spell and the minimum drain of the spell. A drain of 12/2 would mean the base drain is 12 and a high success on the casting roll could lower it to a minimum of 2.

Range: Range in meters, this can be 0

Effect/Description: What the spell does, such as flaming missile 5D damage, teleport 128 KG, or creates 10 Armor force field for 4 minutes. Some spells may require additional explanation and can be referenced or given a brief overview of the effect.

Spell Design

Each spell is created as an individual skill. Spells have a set difficulty, but the better a wizard casts the spell the less feedback (drain) they suffer from channeling the magic through their body. Samples can be found in the Spell List.

Base Effect:
Maximum Stand Alone Value = 6D
Maximum Bonus = 1D

Stand Alone Skill or Damage = x1
Skill Modifier or Stand Alone Attribute= x3
Armor Ignoring Damage, or Stand Alone Spell = x2
Spell or Attribute Modifier = x4.5
Species Power = x1 (Dice x3 for pips)
Armor = x1 (Penalties and limits still apply)
Shields = x1.5 (Ablative, but may be ‘healed’ as normal)

If weight use weight on table below (for teleportation, flight, creation, etc.)

If looking back in time use Time factor with area effect and double the cost of the time factor for distance back in time, but not duration.

Movement is in meters per round based on the distance chart, but at double the cost, to convert to Kmph multiply by 1.5 (no rushing speed) Teleportation is effectively instant movement for 1 round and ignores most obstacles (cannot penetrate shields) but also requires a navigation check (Very Easy for line of sight, Easy if very familiar, Moderate if seen casually, Difficult if not seen but stable, Heroic if teleporting into a moving object).

Duration
Time on the chart below.

Range
See measures table below

Measures Table

Rank Measure Distance Weight Time
1 1 Meter Kilogram Second
2 2 2 M 2 KG 2 s
3 4 4 M 4 KG Round
4 8 8 M 8 KG 2 R
5 16 16 M 16 KG 3 R
6 32 32 M 32 KG 6 R
7 64 64 M 64 KG minute
8 128 128 M 128 KG 2 m
9 256 256 M 256 KG 4 m
10 512 512 M 512 KG 8 m
11 1,024 Kilometer Ton 16 m
12 2,048 2 KM 2 T 32 m
13 4,096 4 KM 4 T Hour
14 8,192 8 KM 8 T 2 Hour
15 16,384 16 KM 16 T 4 Hour
16 32,768 32 KM 32 T 8 Hour
17 65,536 65 KM 65 T 16 Hour
18 131,072 131 KM 131 T Day

Dimension travel is considered an 36 also and always returns to the spot left and doesn’t act as a teleport unless a separate range cost is included for that.

Any “permanent” effect must be a transmutation/enchantment and requires raw materials worth half the value of the finished product or an amount of quintessence equal to the full value and the duration is considered instant, not permanent as the spell ends once the change happens. Transmuting something into something other than what it is the raw materials for (turning a frog into a fish for example) requires transformation damage as well as the change effect. A target must take enough transformation damage to push it into Mortal to have the full change happen. If the resulting form is more valuable than the base form quintessence equal to the difference must be included (parakeet to goldfish wouldn’t require extra components but guppy to halibut would). Transforming a baby/seed to a mature creature/plant of the same type would require quintessence or sufficient nutrients for the period of transformation (Making a calf into a full cow would take a year’s feed or quintessence equal to the difference in value between the calf and cow).

Area of Effect:
Add 5 per meter of radius
Add 6 more if volume can be reshaped

Multi-Target:
Add 5 per extra target to be effected by spell (area effect will hit multiple targets, this effect makes it selective).

On/Off Switch:
Character can have effect when desired and turn it off when inconvenient. Add 5 to base.

Improvements:
Small (altering flavor, scent, color, texture) +1
Moderate (sculpting features, shape, adding fur/sclaes) +3
Significant (giving manipulative fingers, humanoid/animal form) +6
Incredible (changing size, adding functional wings) +9

Drain
Drain has a minimum value of 1 per full six of the highest rating in the spell (5 is min 0, 6-11 is min 1, 12-17 is min 2, and 18 is min 3). Drain acts as a direct cost reduction with a maximum of 18 drain on a spell. When cast any amount the caster rolls over the difficulty is taken away from drain to a minimum of the minimum value on the spell. If the difficulty is 10 with a drain of 5/1 and the caster rolled a 14 or higher they would take the minimum 1 point of drain.

Difficulty
After adding up all the other values divide by 2 and round up for the difficulty to cast the spell.

Magic

Streets of Maltese Fortebrocci