Friday, May 15, 2020

Spell Crafting - A new Spell Casting mechanic for Fudge

Foreword

Yet another Magic system for Fudge? Yes, indeed. This is an open system like the Example Magic system of the Fudge SRD however it is a bit more formalized and predictable, and allows the players to also design spells and not rely only on the GM. This system also introduces 3 sources of magic, to give a bit of flavor.

Introduction

Magic in Spell Crafting falls into 3 realms: Divine Magic, Spiritual Magic and Sorcery. Divine Magic is practiced by Priests, Spiritual Magic is practiced by Animists, and Sorcery is practiced by Wizards. Unlike many other systems, Spell Crafting does not use any kind of spell lists nor even ready-made spells, instead it is up to the player (and the GM) to invent the spells. It is intended that the player will only need to know what they wish the spell to do. It is the GM who provides the mechanics of the spell i.e. how many points it will cost, etc. The player is free to provide flavor i.e. what it looks like when the spell is cast.

Summary of steps required to cast a spell

With this system casting spells consists of 3 steps:

  1. The Player describes the Spell Effect, modified by the Range, Area of Effect, and Duration tables. The Player totals the number of Power Points required and Difficulty of the spell.
  2. The Player Character crafts the spell, using the Fudge Task rules, gathering the required Power Points (Task Value). The Task is resolved using the Skill for the Magic Realm. The Task Turn is 1 Combat Turn, Spell Complexity is the Task Difficulty, and the Power Points needed is the Task Value.
  3. Once the required number of Power Points are available, the Player Character then unleashes the spell. This is an Unopposed Roll or Opposed Roll, depending if the target is willing to have the spell affect them. This step uses the Player Character's Magic Skill, modified by the net Difficulty or the target’s resistance to Magic. If it's an Unopposed roll, use Fair as the Difficulty Level.

Magic Realms

Here we describe the three realms and how they work. You can of course create your own realms of Magic, or use definitions in an existing setting. The realms provided here are mostly for flavor. The mechanics are the same for casting spells in all realms.

Sorcery

spell_sorcery.png

Sorcery is the talent to mold the reality, drawing power from one’s own inner strength, to do so. Some feel that certain gestures are necessary to perform this with a better effect, but in reality it is only in their minds that this makes any difference. The Realm Skill for Sorcery is Spell. A Character who uses Sorcery is called a Sorcerer.

Divine Magic

Divine Magic is used by the Priests and pious Characters to achieve Magical effects. A priest does not 'cast' a spell like a Sorcerer would, instead they pray to their deity, and ask for a divine intervention. If they are successful in gaining the attention of the deity (a successful Prayer skill check) the prayer is granted, resulting in the spell effect. The Realm Skill for Divine Magic is Prayer. A Character who uses Divine Magic is called a Priest.

Spirit Magic

Spirit Magic is used by Animists and Shamans. With channeling they commune with the various spirits of the world to perform some special task. If the spirits listen and agree with the animist (a successful Channeling skill) the spirits will perform the requested task, which is the effect of the spell. The Realm Skill for Spirit Magic is Channeling. A Character who uses Spirit Magic is called an Animist.

Supernormal Powers

Supernormal Powers are very powerful gifts. Gaining a Supernormal Power costs the same as 2 Gifts.

Innate Magic Talent

The Character has an innate ability to cast Magic. The Supernormal Power allows the Character to cast Sorcery Magic.

Touched by a Deity

The Character's spirit was blessed by a Deity. As a result this Supernormal Power allows the Character to cast Divine Magic.

Friend of Spirits

The Character's spirit has something that makes other spirits listen to them. This Supernormal Power allows the Character to cast Spirit Magic.

Attributes

To cast spells the Magic-user will also need to have an according supernormal power relating to the kind of Magic they want to cast. A potential spell caster also needs to have power points remaining. Power Point Potential (PPP) is determined by the Willpower attribute.

Willpower

Willpower is an attribute which measures how much power a spell caster has. It also measures the resistance to mind control and similar things. See the table below for the Power Point Potential it corresponds to.

Synonyms
Will, Power, Determination, Piety, Self Discipline
Willpower Power Point Potential
Legendary 2000
Amazing 1000
Superb 500
Great 200
Good 100
Fair 50
Mediocre 20
Poor 10
Terrible 1

Recovering Power Points

By resting a full rest cycle the Character's Power Points go back to the Power Point Potential.

Abstract Power [optional rule]

Instead of keeping track of individual power points, use the Mechanic of Fudge Abstract Funds, by Duke York and add a new Stat called Abstract Power (or Power) and keep track of the current Abstract Power instead. This Abstract Power stat will decrease over the course of casting spells during the day. A good night's sleep will restore Abstract Power back to the Willpower value.

Magical Exhaustion [optional rule]

If you want to make Magic physically draining I suggest this simple rule. Whenever a Character spends more than 20 Power Points in a single spell they get a cumulative -1 to all actions, until they spend 15 minutes resting.

If you are using Abstract power, whenever the Abstract Power stat drops, a Character is at -1 to all actions until they rest 15 minutes.

Magical Skills

spell_channeling.png

These skills deal with arcane knowledge and manipulation of Magical energies.

Bonding

With bonding the Character binds themselves to a Magical item. This binding allows the Character to use the Magical properties of the item (however some items might reveal only a subset of its powers, depending on the skill check).

Channeling

Channeling is used by animists to craft spells. See the Creating Magical effects section for more information on how to use this skill. Channeling starts at Terrible (-3).

Magic

Magic is used every time a Character creates a Magical effect, be it by reading a rune or using an item or by casting a spell. See above on how spells are cast. Constant Magical items, like a +1 sword, or boots of silence, don't need Magic skill checks. Magic starts at Terrible (-3).

Meditation

The art of meditation. With meditation one can relax oneself enough to rest mind and body. In effect by meditating for 4 hours, one gets as much rest as from a full night’s sleep. Each 4 hours spent meditating counts as a day of resting, for healing purposes.

Prayer

The priest uses prayer to craft spells. See the Creating Magical effects section below for more information on how to use this skill. Prayer starts at Terrible (-3).

Rituals

The knowledge of Magical rituals. This skill covers how to, when to, and what a certain ritual does. Rituals also allows several Characters to work together to craft a spell. The leader of the ritual needs to prepare / plan the ritual as a Task with a Task Point total equal to the Power requirement, and a task Task Turn of one hour, and a task Difficulty of Fair. Once the ritual is designed, the it needs to be performed. This is resolved like a regular Spell Crafting. If the participants are all PCs you can allow all Characters to roll to add to a common pool of Task Points. If not, then one roll per Task Turn should be sufficient to determine how long it takes for the ritual to complete and whether or not it completes successfully. The Task Turn is increased to 1 hour.

Runes and Symbols

With this skill the Character can decipher and make runes and symbols. To activate a rune or symbol, the caster will first make a Runes and Symbols skill check. If this is successful the Character can invoke the spell by using normal spell casting rules, with the exception that the Character does not need to craft the spell, nor spend the required power for it (the rune or symbol supplies the Power).

To create a rune or symbol, the Character must first make a successful runes and symbols skill check. After this, the Character can cast the wanted spell, using normal spell crafting rules, but with a Task Turn of 10 minutes. The spell goes into the rune or symbol, to be activated as above.

Spell

spell_small.png

Spell is needed by sorcerers to craft spells. The power to charge the spell comes from the sorcerer. See the Creating Magical effects section below for more on how to use this skill. Spell starts at Terrible (-3).

Creating Magical Effects

When a Character wants to cast a spell the player states the wanted effect of the spell. The GM will then inform the player the difficulty and the required amount of Power.

Power

The power cost for crafting a spell given here is for a typical High Fantasy setting where Magic is quite powerful. If the GM wants to have Magic to be even more powerful, they could set lower power costs for spells, or if they want Magic to be powerful, but rare, they could increase the complexity values, while lowering the power costs. If the GM wants Magic to be less powerful they could increase the Power requirement or the Complexity or even both.

The example spells will give some guidelines in addition to the spell casting tables. The power cost determines mostly how long it takes to cast a spell, and how many spells a caster can cast per day.

Casting spells

Casting spells is a twofold process. First one needs to craft the spell, this is resolved as a Task. Once the Magic-user has finished crafting the spell it must be cast to unleash the Magical effect. This is done as a skill check against the Magic Skill.

Spell Crafting

To Craft a spell the Magic-user needs to know a suitable Spell Crafting skill. The skill to use depends on realm: Spell for Sorcery, Praying for Divine Magic and Channeling for Spirit Magic. The Spell Crafting itself is resolved as a Task. The Task Turn of this task is 1 Combat Turn, the Task Value is equal to the Power Points required for the spell and the Task Value is equal to the spell Complexity.

A failed skill check should be treated as a Relative Degree of 0 (as an exception to the regular Task resolution). And a critical failure results in spell being lost, and the caster must start over. Critical Success is resolved normally, meaning that an immediate second skill roll may be made and the Relative Degree of the second roll is also added to the Task Points. A failed second roll simply adds 0 extra Task Points.

If the Magic-user is interrupted during the crafting phase, they must make a Will check to see if they can stay focused on the spell crafting regardless of the distractions. If they fail then the spell casting is interrupted, and the spell is lost. Hitting, or otherwise injuring the Character is definitely a distraction, for example. The GM will need to decide on the difficulty for the Will check.

Releasing the spell

When the spell has been crafted, the Magic-user must release the spell or waste the effort. The Magic-user will have to make a successful Magic skill check. If this succeeds the spell is successfully released. The skill is resolved normally. If the target of the spell is able to resist, then it is an Opposed Skill. Otherwise it is an Unopposed Fair Skill check.

A failed Magic skill check means that the spell was either resisted by the Target or not properly released. A critical failure means that the spell backfires and the spell affects the caster or something like that. The GM should explain the details. A Critical Success depends on the spell. It is up to the GM to come up with a suitable effect.

Multiple spells active [optional rule]

A Magic-user can have multiple spells active at the same time. This requires the Spell Duration Concentration to be used. In addition, there is a -1 penalty to all activity per spell being concentrated on.

Spell Power and Complexity

This section describes how to construct spells. All spells have a Base Power at 1, and a Base Complexity of Poor (-2). A spell can never go below these values in Complexity and Power. The GM can adjust these values up or down to make Magic harder / easier. For instance in a sword and Sorcery the Base Complexity should be at Good, and Power at 10, and maybe multiply power by 2.

To find the total Complexity of a spell take the Base (1), and add the costs for Range, Area-of-effect, Duration and all the Effects. This becomes the Task Points required to complete the spell.

To find the Complexity of the Spell do the same, but this time use the Complexity base of -2. Remember that the minimum Complexity is Poor (-2). Once you have added all the numbers together, look up the number in the Ladder and that is the Task Difficulty.

Abstract Power [optional rule]

To find the Abstract Power cost for the spell, simply look up the Power requirement for the spell in the table below.

Table 1: Abstract Power Table
Power Points Abstract Power
1 Terrible
2 - 10 Poor
11 - 20 Mediocre
21 - 50 Fair
51 - 100 Good
101 - 200 Great
201 - 500 Superb
501 - 1000 Amazing
1001 or more Legendary

Range

Please see the table below for recommended Power and Complexity for different ranges. These ranges are kept vague on purpose, both because I never do combat with miniatures, and to be flexible. If you want more defined ranges feel free to change this. Next I describe the ranges.

Self means that the spell affects only the caster. Touch means that the caster has to actually touch the target. A zone is defined as a range that you can reach within a combat round and do something (like hit a foe). So people in “Same zone” range can potentially move in and hit the caster.

The range 1 Zone means 1 Zone away, which is short range for missile weapons and long range for thrown weapons. It takes about 1 combat round to move from 1 Zone away to same zone. Finally the range 2 Zones is long range for missile weapons and will take about 2 combat rounds for a Character to reach “same zone”.

The range of Horse-hours is defined as the range that a horse can reach at full gallop in a few hours. So, it’s several kilometers or miles at least.

The range this kingdom is just that within the borders of the same kingdom. Very large kingdoms might count as several kingdoms. The range neighboring kingdom is just that, from one end of this kingdom to the other end of a neighboring kingdom.

Scrying distance requires that the caster is looking at the target through a scrying device such as a Magical orb, a well of seeing or surveillance equipment or the TV.

Table 2: Power and Complexity for Range
Range Power Complexity
Self 0 -1
Touch 1 -1
Same zone 2 0
1 Zone 3 0
2 Zones 4 0
Line of sight 6 +1
Horse-hours 7 +2
Scrying 7 +2
This kingdom 9 +3
Neighboring kingdom 10 +3
Same Continent 20 +4
The world 50 +4
The Universe 500 +5

Area-of-effect

Please see the table below for recommended Power and Complexity for various areas of effect. The exact dimensions and sizes of the areas are kept vague on purpose, partially for flexibility, but also to allow the GM to run without a very detailed map. Feel free to make these areas of effect more defined if you think it will be better for your game.

In areas of effect a Zone is defined as an area where anyone could reach out and touch anyone else in one round of combat. In general it will require a round of combat to move from one zone to another. Also see above for more definitions on zone. The village and city and kingdom areas of effect mean that the spell will affect everything and everyone in that village, city or kingdom. Hence the high power requirements.

Table 3: Power and Complexity for Area-of-effect
Area-of-effect Power Complexity
Self 0 -1
1 Target 1 0
2 Targets 2 +1
3 Targets 3 +1
7 Targets 4 +2
1 zone 5 +2
2 zones 6 +3
1 village 10 +3
1 city 20 +3
1 kingdom 50 +3
The whole world 500 +4
The Universe 5000 +4

Duration

Please see the table below for recommended Power and Complexity for various spell durations. The table lists time units (such as Minutes and Hours). The number is the Rolled Degree of the spell. So if the rolled Degree is +4 and the selected duration is Minutes, the spell will last for 4 minutes.

No duration means spells that have a permanent effect, but don’t apply that effect permanently. For example attack spells, or healing spells. However, note that there is a difference between "No duration" spells and "All eternity" spells. A Spell that ignites a piece of wood and lets the wood burn normally would be a "No duration" spell, whereas the Magical Olympic flame could be a spell that has a duration of "All eternity", meaning that the flame will keep burning regardless of any non-Magical attempts to extinguish it. It’s fueled by Magic. Sure, you could ignite wood from it or throw wood in the flame, and the wood would burn, and ultimately be consumed by the flame, but the flame would still continue to burn even after the wood would be ash.

Another example of a "No duration" spell is a healing spell which will heal the wound it is cast on, and mend bone and flesh, and the result of the healing would not be permanent, meaning that it won’t continue to heal you when you’re cut again. A healing spell with a duration of 1 combat would in essence heal a Character every combat round and could be a very good thing to have cast on them at the start of a combat.

Concentration spells require the caster to concentrate, and as long as the caster is concentrating they will be at -1 to all actions, because they are concentrating on the spell. If they are attacked and receives a wound that is Hurt or worse, they will lose concentration and the spell will end. It is up to the GM whether a spell caster can concentrate on several spells at once. I allow it, but give a cumulative -1 for every spell that is being concentrated on.

Table 4: Power and Complexity for Duration
Duration Power Complexity
No duration 0 0
Concentration 3 -1
1 Combat Turn 1 -1
Combat Turns 2 0
Minutes 3 0
Hours 4 +1
Days 5 +1
Weeks 6 +1
Months 7 +2
Years 10 +3
All eternity 500 +4

Effects

The effects are the meat of the spell. Generic classes of what a spell does. Each Effect can be combined for a truly powerful spell, but remember to sum up the power and complexity of each Effect!

Banish

Banishing a demon or other creature not native to the plain of existence of the Character, sends the creature back to its original plain, unharmed. Power scale 1 is normal beings whereas Deities will be scale +4 or more.

Power 10
Complexity Power Scale of the Entity

Damage

A spell that does damage directly or indirectly (like a lightning bolt, or Magical arrow).

Power +3 * ODF of the spell (min 1)
Complexity +1 * ODF of the spell (min 1)

Healing

Healing spells require a constant amount of power, and complexity. The Relative Degree of the Magic roll determines how much is healed. For each point of Relative Degree one wound may be reduced by one level (Dying becomes Incapacitated, Incapacitated becomes Very Hurt, Very Hurt becomes Hurt, Hurt becomes scratch, and goes away after some rest. Scratches can also be healed, they will fully heal). A healing spell may be cast multiple times to heal very serious wounds.

Power +2
Complexity +2

Manipulation

Manipulating objects in the world. Power is determined by the size of the object being manipulated. To lift a 50 kg (100 lb) rock would require 10 power and 1 Complexity. To throw the same rock would increase the Complexity by 1, and if the same rock should be flung behind a corner add one more Complexity. If the rock should also spin, then that would again increase the Complexity. To open a lock would be Power 2, and Complexity (2 if the lock is very complicated and requires movement in 2 directions, i.e. pushing and rotating). A levitation spell would be 1, a flying spell would be 3, for 3 directions of movement, or 4 if the caster wants to do complex maneuvers like rolls and loops.

Power mass in kg / 5 (weight n lb / 10)
Complexity +1 per direction of motion

Mind Control

Mind control covers everything from suggestions to direct control of the mind. Power and Complexity varies by concept. A concept is defined as a key component in a sentence, a noun or a verb or an object. For instance to suggest that the party should be allowed to pass through a gate will require 2 concepts. One for the party, and another for permission to pass through the gate. Usually 2 or 3 concepts are required unless something complex is requested. For instance, to stop everyone except people in green hats would be 3 concepts: Stopping is the first, everyone is the second and except people in green hats is the third.

Power +2 per Concept
Complexity +1 per Concept

Physical Alteration

Physical alteration spells actually change things physically, like warming water, or breaking a wall, igniting things, creating light, or darkness, creating illusions, invisibility and transformation are a few examples. These spells are also measured by concepts. An illusion of a bonfire is 3 concepts: 1 for the image, 1 to add movement (a static image of a bonfire is not very convincing) and finally 1 more to add sound. One could also add 1 more concept for heat.

Power +3 per Concept
Complexity +1 per Concept

Protection

Protection spells enhance the Character's DDF. The manifestation may vary depending on the source of the spell, and the will of the caster. It could be a Magical invisible force barrier, or a Magical floating shield or even a Magical temporary suit of armor.

Power +2 * DDF of the spell
Complexity +1 * DDF of the spell

Teleportation

Teleportation spells move a Character from one point to another, usually instantly. Upon arriving the Character will need to make an orientation roll or be considered inactive for 1 Combat Turn.

Power As per range
Complexity As per range +2

Sample Spells

This section lists example spells and shows the Power and Complexity calculations and a total.

Animate Object

This spell will animate one object. The object will move and do something that the caster wills it to do.

Category Detail Power (Abstract Power) Complexity Abstract Power
Base   1 -2 Terrible
Range Touch 1 -1 Terrible
Area-of-effect 1 Target 1 0 Terrible
Duration Minutes 3 0 Poor
Effect Manipulation (max 5kg) 1 2 Terrible
Total   7 (Poor) Mediocre (-1) Terrible (-3)
animated_objects.png

Boil Water

This spell will heat up to 1 liter of water to its boiling point.

Category Detail Power (Abstract Power) Complexity Abstract Power
Base   1 -2 Terrible
Range Touch +1 -1 Terrible
Area-of-effect 1 Target +1 0 Terrible
Duration No Duration 0 0 Terrible
Effect Physical Alteration (1 Concept) +3 +1 Poor
Total   7 (Poor) Poor (-2) Terrible (-3)

Boost Stat

This spell gives a +1 boost to any Stat of the target for the duration of the spell.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Combat Turns +3 0
Effect Physical Alteration (1 Concept) +3 +1
Total   9 (Poor) Poor (-2)

Blind

This spell makes the target temporarily unable to see. How is up to the caster.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Combat Turns +2 0
Effect Physical Alteration (1 Concept) +3 +1
Total   8 (Poor) Poor (-2)

Blink

With this spell the caster can blink (teleport) to any location within 2 Zones away. Caster needs to make an Awareness or Perception check when re-materializing or spend 1 Combat Turn getting re-oriented.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Self 0 -1
Area-of-effect Self 0 -1
Duration No duration 0 0
Effect Teleport (2 Zones) +4 +2
Total   5 (Poor) Poor (-2)

Breathe Water

This spell allows the target to breathe under water as well as air.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Minutes +3 0
Effect Physical Alteration (1 Concept) +3 +1
Total   9 (Poor) Poor (-2)
breathe_water.png

Chain Lightning

Chain Lightning is like Lightning Bolt, except that it strikes up to 7 targets within the same zone.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Same zone +2 0
Area-of-effect 7 targets +3 +2
Duration No duration 0 0
Effect Damage (+3 ODF) +6 +3
Total   12 (Mediocre) Superb (+3)

Charm

This spell will charm the target so they treat the caster as a close friend.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 1 Zone +3 0
Area-of-effect 1 Target +1 0
Duration Minutes +3 0
Effect Mind Control (1 Concept) +2 +1
Total   10 (Poor) Mediocre (-1)

Confusion

This spell will confuse the target and make them distracted (-1 to all activity).

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 1 Zone +3 0
Area-of-effect 1 Target +1 0
Duration Combat Turns +2 0
Effect Mind Control (1 Concept) +2 +1
Total   9 (Poor) Mediocre (-1)

Fireball

A fireball spell throws a ball of fire that explodes to affect everyone in an area with a fiery explosion (delivers +2 ODF).

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 2 Zones +4 0
Area-of-effect 1 Zone +5 +2
Duration No Duration 0 0
Effect Damage (+2 ODF) +4 +2
Total   14 (Mediocre) Great (+2)

Flying

This spell allows the caster to fly as long as they concentrate. It is 3 Manipulation Concepts for moving in any direction. And 1 more for speed.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Self 0 -1
Area-of-effect Self 0 0
Duration Concentration 3 -1
Effect Manipulation (100kg & 4 Concepts) 20 +4
Total   24 (Fair) Fair (+0)
flying.png

Force Arrows

Three arrows of force are shot from the index finger or staff or whatever the caster is pointing with. Each attack should be rolled separately and can hit up to 3 targets (roll separately for each).

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 2 Zones +4 0
Area-of-effect 3 Targets +3 +1
Duration No Duration 0 0
Effect Damage (+2 ODF) +6 +2
Total   14 (Mediocre) Good (+1)

Force Barrier

This spell will create a barrier of force that can not be penetrated by anything. The size of the barrier is at most 2x10m.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Hours +4 +1
Effect Physical Alteration (1 Concept) +3 +1
Total   10 (Poor) Mediocre (-1)
force_barrier.png

Hold

The hold spell prevents the target from moving for the duration of the spell.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 2 Zones +4 0
Area-of-effect 1 Target +1 0
Duration Minutes +3 0
Effect Physical Alteration (1 Concept: Hold still) +3 +1
Total   12 (Mediocre) Mediocre (-1)

Invisibility

This spell makes the target and everything they wear invisible. Any new objects picked up while this spell is active will also become invisible as soon as the caster wears them (or pockets them).

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Concentration +3 -1
Effect Physical Alteration (1 Concept) +3 +1
Total   9 (Poor) Poor (-2)

Levitation

This spell makes the caster float in the air. They can increase or decrease their altitude by 2 m per combat round.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Self 0 -1
Area-of-effect Self 0 0
Duration Concentration 3 -1
Effect Manipulation (+100 kg) 20 +2
Total   24 (Fair) Poor (-2)
levitation.png

Light / Dark

The caster can control the lighting in the area of effect ranging from daylight to pitch black.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 1 Zone +3 0
Area-of-effect 1 Zone +5 +2
Duration Combat Turns +2 0
Effect Physical Alteration (1 Concept) +3 +1
Total   14 (Mediocre) Good (+1)

Lightning bolt

Lightning bolt fires a lightning bolt from the palm of the caster on the victim delivering a devastating 4 ODF attack.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 2 Zones +4 +0
Area-of-effect 1 target +1 0
Duration No duration 0 0
Effect Damage (+4 ODF) +8 +4
Total   14 (Mediocre) Great (+2)

Magic rope

This spell enchants a rope so that the caster can control the shape of it as long as they concentrate. The rope can be made to keep any shape and can be made stiff or slack at will.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Touch +1 -1
Area-of-effect 1 Target +1 0
Duration Concentration +3 -1
Effect Manipulation (2 directions) +1 +2
Effect Physical Alteration (1 Concept) +3 +1
Total   10 (Poor) Mediocre (-1)

Mirage

This spell creates one simple mirage: A sound, an image, a feel or a taste.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 1 Zone +3 0
Area-of-effect 1 Zone +5 +2
Duration Concentration +3 -1
Effect Physical Alteration (1 Concept) +3 +1
Total   15 (Mediocre) Fair (0)

Silence

This spell makes it impossible for the target to make any noise by talking or screaming or shouting. The target can still make noise by banging pots etc.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 1 Zone +3 0
Area-of-effect 1 Target +1 0
Duration Hours +4 +1
Effect Physical Alteration (1 Concept) +3 +1
Total   12 (Mediocre) Mediocre (0)
silence.png

Teleport

Teleport teleports the caster anywhere they can see. If the spell fails the caster is not teleported. After the spell finishes (successfully or not) the caster must make an Awareness (or Perception) check, or else needs 1 Combat Turn to orient themselves.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range Line of Sight 6 +1
Area-of-effect Self 0 -1
Duration No duration 0 0
Effect Teleportation 6 +3
Total   13 (Mediocre) Good (+1)

Pain

Target feels intense pain and takes a +0 ODF attack v/s their Magic resistance every round for the duration of the spell.

Category Detail Power (Abstract Power) Complexity
Base   1 -2
Range 2 Zones 4 0
Area-of-effect 1 Target 1 0
Duration Combat Turns 2 0
Effect Damage (+0 ODF) 1 1
Total   9 (Poor) Mediocre (-1)
       

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