GMMichael
Guide of Modos
Chapter 7: Magic
Please, skip ahead to chapter 8 if you don't want anything flashy in your Modos game. If you don't like super-powers, sorcery, psionics, or divine power, just skip right ahead. This is not the chapter for you.
Magic is the term for all of these mystical powers and more. If it can't be described by the laws of physics, or involves technology that pushes the boundaries of physics, Modos handles it as magic. It's not just for wizards anymore. This chapter presents an introduction to spellcasting (detailed rules are in the Conflict chapter), a list of magic spells, and guidelines on how to make your own spells and spell-powered gear.
Spellcasting Basics[sblock]
A magic spell is what happens when a character uses the cast spell skill (see Skills chapter). Like any other skill, the success of the cast spell skill is determined by the contest (see Conflict chapter) rolled by the player (or GM for NPCs). If the contest is higher than the cast spell minimum of 10, the spell takes effect, and the caster (the user of cast spell) spends 1d8 + (spell level) points of metaphysical health to make the spell happen. This is the same as taking MP damage.
The target(s) of the spell can use a reserve action to defend against the spell. The appropriate defense skill depends on the spell being cast. This defense contest must exceed the caster's casting (cast spell) contest. If it succeeds, the target has avoided some or all of the spell's effects. If it fails, the target suffers the spell's effects, for good or ill.
Some spells last longer than one conflict turn. To maintain a spell beyond this time period, the spellcaster must use a mental action (the contest equals the related cast spell contest) at the beginning of the next round, which allows the spell to remain in effect for the duration of that round.
[/sblock]
Acquiring Magic Spells[sblock]
The most simple way to learn a magic spell (cast spell skill) is to put a skill point in it when your character levels-up. Check with the GM though, because there could be easier ways, or in-game ways, to learn spells. This is especially important because magic is handled in different ways by different characters in different campaigns. Your character could learn a spell by seeing one, feeling one, buying one, studying, getting older, or gaining experience. Only your character concept and the campaign theme know for sure.
[/sblock]
Magic Spell Entries[sblock]
Each spell in this chapter has the following features:
- Name. This spell name is only for reference, you may call the spell whatever you want in-game.
- Level. The level of the spell is used to determine the metaphysical damage that the caster takes once the spell is cast, which is 1d8 + the spell level. If this gets reduced by the casting endurance perk, the caster must always pay a minimum of one MP damage to cast a spell. Spell level also determines the number of casting actions required, and the difficulty of the spell.
- Actions. All the actions listed must be combined to cast a spell. Cast spell is the only skill that can use actions from ability scores other than its relevant ability. The first action type listed is the primary one, and the one that determines what defense the targets of the spell will use (parry for physical, concentration for mental, and willpower for metaphysical). Metaphysical actions may substitute for any physical or mental actions, but not vice versa. For example, a spell lists its actions as: Actions. 2 P, 1 M, 1 MP. The caster must combine two physical actions, one mental action, and one metaphysical action to cast the spell, or substitute metaphysical actions for any of the physical or mental actions. Since physical is listed first, targets of the spell must roll parry actions to defend against it.
- Difficulty. Some spells are more difficult to cast than others. When a caster rolls his cast spell contest, he applies the spell difficulty as a penalty to his contest. As long as his contest is still above 10, the spell takes effect.
- Targets. This describes on whom or what the spell takes effect. The categories are:
Self. The spell affects the spellcaster only.
Single. The spell affects one target, or one point in space.
Row. This applies to a group of opponents (or allies), either all those in offensive posture, or all those in defensive posture, but not both.
Conflict. This applies to all opponents in a battle or conflict. This category does not affect both sides of a flanking maneuver.
Max. The exact size of this spell is up to the GM, but it generally affects everyone.
- Range. This is how far from the caster that a spell can take effect. The caster is free to cast his spell closer than this maximum range. Close range means that a caster can affect any (non-flanking) ally, but can only affect the opponents in offensive posture, and only if he is also in offensive posture. Range categories are discussed further in the Conflict chapter.
- Cover. Normally represented by defensive posture, cover is a little more specific in regards to spells. This is because spells can be targeted much more effectively than missile weapons. Cover refers to the conditions overcome by the spell. The categories are:
None. The target has nothing thicker than grass or fog between himself and the caster.
Partial. The spell is effective against targets ducking behind small amounts of cover.
Full. This spell will still affect a target that is fully behind a solid barrier, and out of sight.
Indirect. This spell requires no line of effect. The caster must simply know the target's general location to hit.
- Effect. This is, in general terms, what the spell does. You're the spellcaster; feel free to fill in the details. But the rules effects are listed for you. All effects end at the end of the round unless the spellcaster maintains them. Spells causing and healing damage are permanent.
- Half-effect. If the spell uses more than one action and is maintained by the spellcaster, then a target who succeeds on one defense suffers this effect instead of the full effect. Once the target has succeeded on one defense action per spellcasting action, or the caster fails to maintain the spell, the target suffers no further effects. For example, cast spell (mute) uses two actions, one physical and one metaphysical. If the target of this spell wins a parry contest, the spell's effects become the half-effect. If the target wins another parry, he suffers no effects.
[/sblock]
Common Spells
(level 1)[sblock]
Name: Armor
Level: 1
Actions: 0 P, 1 MP
Difficulty: +8
Targets: Self
Range: Close
Cover: None
Effect: Target gains d8 protection, unless worn armor is higher.
Half-effect: No effect.
Name: Awaken
Level: 1
Actions: 0 M, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 1d8 M damage.
Half-effect: No effect.
Name: Charm
Level: 1
Actions: 0 M, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target loses 8 MP points for determining disposition toward caster only.
Half-effect: No effect.
Name: Cure
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 1d8 P damage.
Half-effect: No effect.
Name: Fear
Level: 1
Actions: 0 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target must take a flee action each round, or two if in offensive posture.
Half-effect: No effect.
Name: Fire
Level: 1
Actions: 0 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes 1d10 P (fire) damage.
Half-effect: No effect.
Name: Fog
Level: 1
Actions: 1 MP
Difficulty: -4
Targets: Row
Range: Close
Cover: Partial
Effect: Vision-based skills, like detect and fight, take -4 penalty when entering or exiting the spell effect.
Half-effect: No defense allowed.
Name: Harm
Level: 1
Actions: 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target undead creature takes 1d8 metaphysical damage.
Half-effect: No effect.
Name: Lamp
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target glows like a lamp, raising area by two light levels.
Half-effect: No defense.
Name: Lightning
Level: 1
Actions: 0 P, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target takes d10 lightning damage.
Half-effect: No effect.
Name: Lock
Level: 1
Actions: 0 M, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target takes -4 penalty on parry contests.
Half-effect: No effect.
Name: Mini
Level: 1
Actions: 0 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target gains the small size perk, or loses the large size perk.
Half-effect: No effect.
Name: Shell
Level: 1
Actions: 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains +4 defense against cast spell contests.
Half-effect: No effect.
Name: Sleep
Level: 1
Actions: 0 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target falls asleep, and can use no actions until another action targets him.
Half-effect: No effect.
Name: Temper
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target weapon gains weapon focus perk.
Half-effect: No effect.
[/sblock]
(level 2)
[sblock]
Name: Anti-Fire
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from fire damage.
Half-effect: No effect.
Name: Anti-Ice
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from ice damage.
Half-effect: No effect.
Name: Anti-Lightning
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from lightning damage.
Half-effect: No effect.
Name: Blind
Level: 2
Actions: 1 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target loses vision, and takes -4 on skills requiring vision.
Half-effect: Penalty becomes -2.
Name: Dark
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Row
Range: Short
Cover: None
Effect: Target area loses two light levels.
Half-effect: No defense allowed.
Name: Float
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target moves normally, but 1 foot above any surface.
Half-effect: No effect.
Name: Ice
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes d10 cold damage, and -4 movement penalty.
Half-effect: Target takes -4 movement penalty.
Name: Invisibility
Level: 2
Actions: 1 P, 1 MP
Difficulty: +8
Targets: Self
Range: Close
Cover: None
Effect: Target fades partially from view, and gains +4 to fight-melee, fight-unarmed, larceny, parry, and sneak.
Half-effect: No effect.
Name: Mute
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target cannot speak, and all cast spell contests take -4 penalty.
Half-effect: Target takes -2 penalty to all cast spell contests.
Name: Ruse
Level: 2
Actions: 1 M, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains +8 to parry.
Half-effect: No effect.
Name: Status
Level: 2
Actions: 1 M, 1 MP
Difficulty: -8
Targets: Row
Range: Close
Cover: Full
Effect: Caster senses health of each ability of each target: no damage is "perfect," under half damage is "injured," under max damage is "danger."
Half-effect: Target is hidden from the spell.
[/sblock]
(level 3)[sblock]
Name: Blink
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target's actions (except movement), and skills affecting the target,like fight, cast spell, or larceny, have a 50% fail rate.
Half-effect: No effect.
Name: Cure2
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 3d8 physical damage.
Half-effect: No effect.
Name: Dispel
Level: 3
Actions: 3 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target spell ends if its cast spell contest is lower than cast spell (dispel). If target spell is permanent, dispel suppresses it as long as dispel is maintained.
Half-effect: No defense allowed.
Name: Drain
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes 2d8 physical damage, caster heals 1d8 physical damage.
Half-effect: If target defends twice, caster does not heal.
Name: Fast
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains 2 fight actions next round.
Half-effect: No effect.
Name: Fire2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target takes 3d10 fire damage.
Half-effect: Defend each die.
Name: Fog2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Row
Range: Close
Cover: Partial
Effect: Vision-based skills, like detect and fight, take -8 penalty when entering, exiting, or within the spell effect.
Half-effect: No defense allowed.
Name: Harm2
Level: 3
Actions: 3 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target undead creature takes 3d8 metaphysical damage.
Half-effect: Defend each die.
Name: Haste
Level: 3
Actions: 3 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains one free action next round.
Half-effect: No effect.
Name: Hold
Level: 3
Actions: 2 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target cannot use physical actions.
Half-effect: Target loses one free action next round.
Name: Holy
Level: 3
Actions: 3 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target undead creatures take 2d8 MP damage.
Half-effect: Defense per die.
Name: Lightning2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Single
Range: Medium
Cover: Partial
Effect: Target takes 2d10 physical (lightning) damage, and 1 metaphysical damage.
Half-effect: Two defenses result in no effect.
Name: Lock2
Level: 3
Actions: 2 M, 1 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target takes -8 penalty to parry.
Half-effect: Penalty reduced to -4.
Name: Sight
Level: 3
Actions: 2 M, 1 MP
Difficulty: -4
Targets: Single
Range: Medium
Cover: None
Effect: Floating magic-eye sends sight to caster. Move the eye with the maintain action.
Half-effect: No defense allowed.
Name: Sleep2
Level: 3
Actions: 2 M, 1 MP
Difficulty: -8
Targets: Conflict
Range: Short
Cover: None
Effect: Target falls asleep, can use no actions until another action targets him.
Half-effect: No effect.
Name: Slow
Level: 3
Actions: 3 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target loses one free action next round.
Half-effect: No effect.
[/sblock]
Designing Spells[sblock]
Due to their simplicity, designing spells is a fairly painless process:
1) Determine concept. What is the spell - what is it supposed to do?
2) Segment the spell's effect. Determine all the minor effects that add up to the total effect of the spell. If the spell does only damage, it will have one segment per damage die.
3) Record level. The spell's level is equal to the number of segments in the effect.
4) Determine actions. A spell that affects the physical world requires physical actions. A spell that affects mostly minds requires mental actions. Metagame effects and other effects require metaphysical actions. The minimum action, regardless of the spell's effect, is always one metaphysical action (since cast spell is a metaphysical skill).
5) Determine difficulty. The difficulty is determined by the spell's range, targets, and cover. The modifiers are as follows: close +4, short 0, medium -4, long -4, self +4, single 0, row -4, conflict -8, max -12, none 0, partial -4, full -8, indirect -12.
6) Determine half-effect. This is a reduced version of the full effect.
7) Compare. Check to see if the actions, difficulty, and effect are comparable to other spells of the same level.
[/sblock]
Creating Special Equipment[sblock]
Special equipment has the same features that characters do: ability modifiers, skill points, and perks. The best way to measure their importance is to measure what they do for characters. Table 6-3 gives players and GMs an idea of what sort of powers their special equipment should have. Special items can grant abilities of a certain level, like "your parry skill becomes +5." Or they can grant relative power, like "your parry skill gains +1." There are other guidelines when including special equipment in the game:
- Charge. How long does the magical charge last? If special items last indefinitely, their power should be about a third of a level, or an increase of one ability point, one skill point, or a perk. If the item is one-time use, its power could be at least two levels higher than the character using it.
- Powers. Special items can increase ability scores, increase max damage, grant skill points, grant perks, grant metaphysical damage to fuel spells, and more. Whatever the power, the best way to measure it is to ask: what level character would have this ability, or what will be the effective level of a character receiving this power?
- Other items. Multiple pieces of special equipment can interact just as unpredictably as prescription drugs. When creating an item, be sure that its power won't synergize out of control with another special item.
[/sblock]
Sample Special Equipment[sblock]
Scroll of Fireball
Rolled-up parchment is covered in arcane markings and drawings resembling fire demons.
Actions: 1 P, 1 MP
Effect: user gains special knowledge of cast spell (fire3). The scroll takes the casting damage for the caster, destroying itself. Destroying the scroll before the spell is cast ruins the spell.
Stimpack
A small clamshell case houses an auto-injector that delivers a small dose of nano-repair bots.
Actions: 1 P
Effect: Instantaneously heals 1d8 P damage.
Sword, Heirloom
A rusty, old, short sword that feels dull, but exceptionally light.
Size: Light
Damage: d8+1
Range: Close
Special: This sword grants +2 to parry skill.[/sblock]
Please, skip ahead to chapter 8 if you don't want anything flashy in your Modos game. If you don't like super-powers, sorcery, psionics, or divine power, just skip right ahead. This is not the chapter for you.
Magic is the term for all of these mystical powers and more. If it can't be described by the laws of physics, or involves technology that pushes the boundaries of physics, Modos handles it as magic. It's not just for wizards anymore. This chapter presents an introduction to spellcasting (detailed rules are in the Conflict chapter), a list of magic spells, and guidelines on how to make your own spells and spell-powered gear.
Spellcasting Basics[sblock]
A magic spell is what happens when a character uses the cast spell skill (see Skills chapter). Like any other skill, the success of the cast spell skill is determined by the contest (see Conflict chapter) rolled by the player (or GM for NPCs). If the contest is higher than the cast spell minimum of 10, the spell takes effect, and the caster (the user of cast spell) spends 1d8 + (spell level) points of metaphysical health to make the spell happen. This is the same as taking MP damage.
The target(s) of the spell can use a reserve action to defend against the spell. The appropriate defense skill depends on the spell being cast. This defense contest must exceed the caster's casting (cast spell) contest. If it succeeds, the target has avoided some or all of the spell's effects. If it fails, the target suffers the spell's effects, for good or ill.
Some spells last longer than one conflict turn. To maintain a spell beyond this time period, the spellcaster must use a mental action (the contest equals the related cast spell contest) at the beginning of the next round, which allows the spell to remain in effect for the duration of that round.
[/sblock]
Acquiring Magic Spells[sblock]
The most simple way to learn a magic spell (cast spell skill) is to put a skill point in it when your character levels-up. Check with the GM though, because there could be easier ways, or in-game ways, to learn spells. This is especially important because magic is handled in different ways by different characters in different campaigns. Your character could learn a spell by seeing one, feeling one, buying one, studying, getting older, or gaining experience. Only your character concept and the campaign theme know for sure.
[/sblock]
Magic Spell Entries[sblock]
Each spell in this chapter has the following features:
- Name. This spell name is only for reference, you may call the spell whatever you want in-game.
- Level. The level of the spell is used to determine the metaphysical damage that the caster takes once the spell is cast, which is 1d8 + the spell level. If this gets reduced by the casting endurance perk, the caster must always pay a minimum of one MP damage to cast a spell. Spell level also determines the number of casting actions required, and the difficulty of the spell.
- Actions. All the actions listed must be combined to cast a spell. Cast spell is the only skill that can use actions from ability scores other than its relevant ability. The first action type listed is the primary one, and the one that determines what defense the targets of the spell will use (parry for physical, concentration for mental, and willpower for metaphysical). Metaphysical actions may substitute for any physical or mental actions, but not vice versa. For example, a spell lists its actions as: Actions. 2 P, 1 M, 1 MP. The caster must combine two physical actions, one mental action, and one metaphysical action to cast the spell, or substitute metaphysical actions for any of the physical or mental actions. Since physical is listed first, targets of the spell must roll parry actions to defend against it.
- Difficulty. Some spells are more difficult to cast than others. When a caster rolls his cast spell contest, he applies the spell difficulty as a penalty to his contest. As long as his contest is still above 10, the spell takes effect.
- Targets. This describes on whom or what the spell takes effect. The categories are:
Self. The spell affects the spellcaster only.
Single. The spell affects one target, or one point in space.
Row. This applies to a group of opponents (or allies), either all those in offensive posture, or all those in defensive posture, but not both.
Conflict. This applies to all opponents in a battle or conflict. This category does not affect both sides of a flanking maneuver.
Max. The exact size of this spell is up to the GM, but it generally affects everyone.
- Range. This is how far from the caster that a spell can take effect. The caster is free to cast his spell closer than this maximum range. Close range means that a caster can affect any (non-flanking) ally, but can only affect the opponents in offensive posture, and only if he is also in offensive posture. Range categories are discussed further in the Conflict chapter.
- Cover. Normally represented by defensive posture, cover is a little more specific in regards to spells. This is because spells can be targeted much more effectively than missile weapons. Cover refers to the conditions overcome by the spell. The categories are:
None. The target has nothing thicker than grass or fog between himself and the caster.
Partial. The spell is effective against targets ducking behind small amounts of cover.
Full. This spell will still affect a target that is fully behind a solid barrier, and out of sight.
Indirect. This spell requires no line of effect. The caster must simply know the target's general location to hit.
- Effect. This is, in general terms, what the spell does. You're the spellcaster; feel free to fill in the details. But the rules effects are listed for you. All effects end at the end of the round unless the spellcaster maintains them. Spells causing and healing damage are permanent.
- Half-effect. If the spell uses more than one action and is maintained by the spellcaster, then a target who succeeds on one defense suffers this effect instead of the full effect. Once the target has succeeded on one defense action per spellcasting action, or the caster fails to maintain the spell, the target suffers no further effects. For example, cast spell (mute) uses two actions, one physical and one metaphysical. If the target of this spell wins a parry contest, the spell's effects become the half-effect. If the target wins another parry, he suffers no effects.
[/sblock]
Common Spells
(level 1)[sblock]
Name: Armor
Level: 1
Actions: 0 P, 1 MP
Difficulty: +8
Targets: Self
Range: Close
Cover: None
Effect: Target gains d8 protection, unless worn armor is higher.
Half-effect: No effect.
Name: Awaken
Level: 1
Actions: 0 M, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 1d8 M damage.
Half-effect: No effect.
Name: Charm
Level: 1
Actions: 0 M, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target loses 8 MP points for determining disposition toward caster only.
Half-effect: No effect.
Name: Cure
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 1d8 P damage.
Half-effect: No effect.
Name: Fear
Level: 1
Actions: 0 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target must take a flee action each round, or two if in offensive posture.
Half-effect: No effect.
Name: Fire
Level: 1
Actions: 0 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes 1d10 P (fire) damage.
Half-effect: No effect.
Name: Fog
Level: 1
Actions: 1 MP
Difficulty: -4
Targets: Row
Range: Close
Cover: Partial
Effect: Vision-based skills, like detect and fight, take -4 penalty when entering or exiting the spell effect.
Half-effect: No defense allowed.
Name: Harm
Level: 1
Actions: 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target undead creature takes 1d8 metaphysical damage.
Half-effect: No effect.
Name: Lamp
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target glows like a lamp, raising area by two light levels.
Half-effect: No defense.
Name: Lightning
Level: 1
Actions: 0 P, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target takes d10 lightning damage.
Half-effect: No effect.
Name: Lock
Level: 1
Actions: 0 M, 1 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target takes -4 penalty on parry contests.
Half-effect: No effect.
Name: Mini
Level: 1
Actions: 0 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target gains the small size perk, or loses the large size perk.
Half-effect: No effect.
Name: Shell
Level: 1
Actions: 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains +4 defense against cast spell contests.
Half-effect: No effect.
Name: Sleep
Level: 1
Actions: 0 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target falls asleep, and can use no actions until another action targets him.
Half-effect: No effect.
Name: Temper
Level: 1
Actions: 0 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target weapon gains weapon focus perk.
Half-effect: No effect.
[/sblock]
(level 2)
[sblock]
Name: Anti-Fire
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from fire damage.
Half-effect: No effect.
Name: Anti-Ice
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from ice damage.
Half-effect: No effect.
Name: Anti-Lightning
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains d12 protection from lightning damage.
Half-effect: No effect.
Name: Blind
Level: 2
Actions: 1 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target loses vision, and takes -4 on skills requiring vision.
Half-effect: Penalty becomes -2.
Name: Dark
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Row
Range: Short
Cover: None
Effect: Target area loses two light levels.
Half-effect: No defense allowed.
Name: Float
Level: 2
Actions: 1 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target moves normally, but 1 foot above any surface.
Half-effect: No effect.
Name: Ice
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes d10 cold damage, and -4 movement penalty.
Half-effect: Target takes -4 movement penalty.
Name: Invisibility
Level: 2
Actions: 1 P, 1 MP
Difficulty: +8
Targets: Self
Range: Close
Cover: None
Effect: Target fades partially from view, and gains +4 to fight-melee, fight-unarmed, larceny, parry, and sneak.
Half-effect: No effect.
Name: Mute
Level: 2
Actions: 1 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target cannot speak, and all cast spell contests take -4 penalty.
Half-effect: Target takes -2 penalty to all cast spell contests.
Name: Ruse
Level: 2
Actions: 1 M, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains +8 to parry.
Half-effect: No effect.
Name: Status
Level: 2
Actions: 1 M, 1 MP
Difficulty: -8
Targets: Row
Range: Close
Cover: Full
Effect: Caster senses health of each ability of each target: no damage is "perfect," under half damage is "injured," under max damage is "danger."
Half-effect: Target is hidden from the spell.
[/sblock]
(level 3)[sblock]
Name: Blink
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target's actions (except movement), and skills affecting the target,like fight, cast spell, or larceny, have a 50% fail rate.
Half-effect: No effect.
Name: Cure2
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target heals 3d8 physical damage.
Half-effect: No effect.
Name: Dispel
Level: 3
Actions: 3 MP
Difficulty: 0
Targets: Single
Range: Short
Cover: None
Effect: Target spell ends if its cast spell contest is lower than cast spell (dispel). If target spell is permanent, dispel suppresses it as long as dispel is maintained.
Half-effect: No defense allowed.
Name: Drain
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target takes 2d8 physical damage, caster heals 1d8 physical damage.
Half-effect: If target defends twice, caster does not heal.
Name: Fast
Level: 3
Actions: 2 P, 1 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains 2 fight actions next round.
Half-effect: No effect.
Name: Fire2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target takes 3d10 fire damage.
Half-effect: Defend each die.
Name: Fog2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Row
Range: Close
Cover: Partial
Effect: Vision-based skills, like detect and fight, take -8 penalty when entering, exiting, or within the spell effect.
Half-effect: No defense allowed.
Name: Harm2
Level: 3
Actions: 3 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target undead creature takes 3d8 metaphysical damage.
Half-effect: Defend each die.
Name: Haste
Level: 3
Actions: 3 MP
Difficulty: +4
Targets: Single
Range: Close
Cover: None
Effect: Target gains one free action next round.
Half-effect: No effect.
Name: Hold
Level: 3
Actions: 2 M, 1 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target cannot use physical actions.
Half-effect: Target loses one free action next round.
Name: Holy
Level: 3
Actions: 3 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target undead creatures take 2d8 MP damage.
Half-effect: Defense per die.
Name: Lightning2
Level: 3
Actions: 2 P, 1 MP
Difficulty: -4
Targets: Single
Range: Medium
Cover: Partial
Effect: Target takes 2d10 physical (lightning) damage, and 1 metaphysical damage.
Half-effect: Two defenses result in no effect.
Name: Lock2
Level: 3
Actions: 2 M, 1 MP
Difficulty: -8
Targets: Row
Range: Short
Cover: Partial
Effect: Target takes -8 penalty to parry.
Half-effect: Penalty reduced to -4.
Name: Sight
Level: 3
Actions: 2 M, 1 MP
Difficulty: -4
Targets: Single
Range: Medium
Cover: None
Effect: Floating magic-eye sends sight to caster. Move the eye with the maintain action.
Half-effect: No defense allowed.
Name: Sleep2
Level: 3
Actions: 2 M, 1 MP
Difficulty: -8
Targets: Conflict
Range: Short
Cover: None
Effect: Target falls asleep, can use no actions until another action targets him.
Half-effect: No effect.
Name: Slow
Level: 3
Actions: 3 MP
Difficulty: -4
Targets: Single
Range: Short
Cover: Partial
Effect: Target loses one free action next round.
Half-effect: No effect.
[/sblock]
Designing Spells[sblock]
Due to their simplicity, designing spells is a fairly painless process:
1) Determine concept. What is the spell - what is it supposed to do?
2) Segment the spell's effect. Determine all the minor effects that add up to the total effect of the spell. If the spell does only damage, it will have one segment per damage die.
3) Record level. The spell's level is equal to the number of segments in the effect.
4) Determine actions. A spell that affects the physical world requires physical actions. A spell that affects mostly minds requires mental actions. Metagame effects and other effects require metaphysical actions. The minimum action, regardless of the spell's effect, is always one metaphysical action (since cast spell is a metaphysical skill).
5) Determine difficulty. The difficulty is determined by the spell's range, targets, and cover. The modifiers are as follows: close +4, short 0, medium -4, long -4, self +4, single 0, row -4, conflict -8, max -12, none 0, partial -4, full -8, indirect -12.
6) Determine half-effect. This is a reduced version of the full effect.
7) Compare. Check to see if the actions, difficulty, and effect are comparable to other spells of the same level.
[/sblock]
Creating Special Equipment[sblock]
Special equipment has the same features that characters do: ability modifiers, skill points, and perks. The best way to measure their importance is to measure what they do for characters. Table 6-3 gives players and GMs an idea of what sort of powers their special equipment should have. Special items can grant abilities of a certain level, like "your parry skill becomes +5." Or they can grant relative power, like "your parry skill gains +1." There are other guidelines when including special equipment in the game:
- Charge. How long does the magical charge last? If special items last indefinitely, their power should be about a third of a level, or an increase of one ability point, one skill point, or a perk. If the item is one-time use, its power could be at least two levels higher than the character using it.
- Powers. Special items can increase ability scores, increase max damage, grant skill points, grant perks, grant metaphysical damage to fuel spells, and more. Whatever the power, the best way to measure it is to ask: what level character would have this ability, or what will be the effective level of a character receiving this power?
- Other items. Multiple pieces of special equipment can interact just as unpredictably as prescription drugs. When creating an item, be sure that its power won't synergize out of control with another special item.
[/sblock]
Sample Special Equipment[sblock]
Scroll of Fireball
Rolled-up parchment is covered in arcane markings and drawings resembling fire demons.
Actions: 1 P, 1 MP
Effect: user gains special knowledge of cast spell (fire3). The scroll takes the casting damage for the caster, destroying itself. Destroying the scroll before the spell is cast ruins the spell.
Stimpack
A small clamshell case houses an auto-injector that delivers a small dose of nano-repair bots.
Actions: 1 P
Effect: Instantaneously heals 1d8 P damage.
Sword, Heirloom
A rusty, old, short sword that feels dull, but exceptionally light.
Size: Light
Damage: d8+1
Range: Close
Special: This sword grants +2 to parry skill.[/sblock]
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