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<blockquote data-quote="Eyes of Nine" data-source="post: 9538234" data-attributes="member: 99786"><p>Freebooters on the Frontier, PbtA OSR style play. Magic User has a move called "Cast a Spell"</p><p></p><p>Cast Spell</p><p>When you cast a memorized spell, say what effect you want to create within the scope of the spell’s name, spend power to define it, and roll, taking +1 per point of unspent power: on a 10+, the spell works as intended; on a 9-, you suffer an arcane accident according to your roll:</p><p></p><p>9: Disturbance! The spell works as intended, but its casting draws unwanted attention.</p><p>8: Vacuity! The spell works as intended, but you forget it and may not cast it again until you re-memorize it.</p><p>7: Perplexity! The spell works as intended, but you burn 1d4 Intelligence.</p><p>6: Misfire! Mark Intelligence. The spell works, but affects a different target of the Judge’s choice.</p><p>5: Disruption! Mark Intelligence. The spell fails and you forget it, but arcane forces temporarily warp reality for the worse, in proportion to the spell’s intended effect, as described by the Judge.</p><p>4: Disaster! Mark Intelligence. The spell fails and you forget it, but someone or something nearby of the Judge’s choice (which might be you or an ally) suffers a permanent affliction or alteration of the Judge’s choosing, in proportion to the spell’s intended effect.</p><p>3 or less: Incursion! Mark Intelligence. The spell fails, you forget it, and some troublesome or dangerous arcane force of the Judge’s choice is released into this world. Left unchecked, it will worsen</p></blockquote><p></p>
[QUOTE="Eyes of Nine, post: 9538234, member: 99786"] Freebooters on the Frontier, PbtA OSR style play. Magic User has a move called "Cast a Spell" Cast Spell When you cast a memorized spell, say what effect you want to create within the scope of the spell’s name, spend power to define it, and roll, taking +1 per point of unspent power: on a 10+, the spell works as intended; on a 9-, you suffer an arcane accident according to your roll: 9: Disturbance! The spell works as intended, but its casting draws unwanted attention. 8: Vacuity! The spell works as intended, but you forget it and may not cast it again until you re-memorize it. 7: Perplexity! The spell works as intended, but you burn 1d4 Intelligence. 6: Misfire! Mark Intelligence. The spell works, but affects a different target of the Judge’s choice. 5: Disruption! Mark Intelligence. The spell fails and you forget it, but arcane forces temporarily warp reality for the worse, in proportion to the spell’s intended effect, as described by the Judge. 4: Disaster! Mark Intelligence. The spell fails and you forget it, but someone or something nearby of the Judge’s choice (which might be you or an ally) suffers a permanent affliction or alteration of the Judge’s choosing, in proportion to the spell’s intended effect. 3 or less: Incursion! Mark Intelligence. The spell fails, you forget it, and some troublesome or dangerous arcane force of the Judge’s choice is released into this world. Left unchecked, it will worsen [/QUOTE]
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