Spells

This chapter describes the rules for creating spells. For those who wish to skip this section, there are example spells in Chapter 4. Rules for using spells are in Chapter 3.

Skill

Casting a spell requires an Intellect roll. The Mage or Sorcerer rolls this trait to determine if a spell succeeds.

Energy

Every spell has an energy level based on its base cost, intensity, area, and duration.

Intensity

The raw force of a spell. For attacks, this translates into damage. Each level of energy adds one to the intensity of a spell.

Range

Spells can normally be directed at any target within ten spaces. Adding 3 to the energy level of a spell doubles the range.

+Energy Range (spaces)
0 10
1 12
2 16
3 20
4 25
5 30
6 40
7 50
8 60
9 80
+Energy Range (spaces)
10 100
11 120
12 160
13 200
14 250
15 300
16 400
17 500
18 600
19 800
20 (max) 1000

Area

By default, spells are directed at a single individual or space. A caster may choose more targets: adding 3 to the energy level of a spell doubles the area. Targets need not be adjacent.

Duration

By default, spells are fleeting - they are thrown, defended against, and resisted in one round. Spells may last longer: adding 3 to the energy level of a spell doubles the duration.

+Energy Area (spaces) or
Duration (rounds)
0 1
1 1
2 1
3 2
4 2
5 3
6 4
7 5
8 6
9 8
+Energy Area (spaces) or
Duration (rounds)
10 10
11 12
12 16
13 20
14 25
15 30
16 40
17 50
18 60
19 80
+Energy Area (spaces) or
Duration (rounds)
20 100
21 120
22 160
23 200
24 250
25 300
26 400
27 500
28 600
29 800
+Energy Area (spaces) or
Duration (rounds)
30 1000
31 1200
32 1600
33 2000
34 2500
35 3000
36 4000
37 5000
38 6000
etc...

Fun facts:

Powers

Spells are composed of one or more powers from the Mage or Sorcerer side. Each power component of a spell has its own base energy cost, but all share the same intensity, area, and duration.

Mage Powers

Name Base Energy
Alter 3
Barrier 3
Disorient 6
Energy Blast 6
Impact Attack 3
Telekinesis 10
Portal 10
Alter is used to change the mage's environment. It can be used to create light, heat, cold, white noise, and various other minor environmental stimuli. The intensity of an alteration determines how dramatic the difference can be. An intensity 0 alteration allows the mage to create a soft light, lower the temperature by a few degrees, make a quiet noise, etc. Each +3 doubles the effect.
Barrier allows a Mage to place a wall of pure force. The intensity of the barrier is subtracted from any physical attack passing through it. Anyone who wishes to push through the barrier must make a Brawn roll greater than the barrier's intensity.
Disorient lets a Mage hit a foe with an intense blast of light and sound, stunning them. The target can still move and act, but is blinded and deafened - any actions requiring sight or hearing should have harsh penalties (like -3 or more). The target remains disoriented until the duration expires or he makes a Perception roll greater than 7 + the intensity of the spell. This can be attempted once per action.
Energy Blast summons heat, cold, sound, lightning, or some other alteration of energy to smite foes. The intensity of the blast determines the damage inflicted. Armor is useless against energy, but Fortitude protects as normal.
Impact Attack allows a Mage to hurl a projectile with telekinetic force. The intensity of the spell detemines the damage. This is a normal physical attack, so armor and barriers are protective.
Telekinesis allows the Mage to use force at a distance. The Intensity of the spell determines the effective Brawn the Mage can use. This can be used to grab and hold a person or object, then throw or slam them, just as with ordinary Brawn.
Portal lets a Mage open glowing, elliptical doorways between separate points in physical space. These portals can be used to bypass obstacles or to visit other realms. The amount of energy required to create a portal is determined by the size of the portal and the duration for which the portal will stay open. An energy level of 10 can create a portal the size of one space that lasts for one round (a mage can opt to have a portal of lesser size, but it still takes a minimum of ten energy). Each +3 energy can be used to double the area or the duration of the portal.

Upon casting, the mage chooses the size of the portal and the place that it will connect to. The near side must be adjacent to the Mage; the far side can be anywhere the Mage can sense. The difficulty of an portal spell depends on the distance between the two points - the challenge level is equal to 3 + 1 per 5 spaces of distance. If the portal is to another world, the "distance" is chosen by The Adversary, as he must decide how much otherworldly travel He wishes to allow in his campaign.

Portals are symmetric. When a portal is created, individuals on both sides will see a glowing gateway and a glimpse of what lies on the other side. Anyone who can reach the portal, from either side, can go through it. Not only that, but the portal in each world is two-sided - this means, for example, that a portal opened from dry land to a place that is underwater will cause water to spew in two opposite directions, not one.

Mages on either side of a portal may try to nullify it.

Portals can be used to gather allies from other worlds. The ability to locate exotic creatures, however, does not automatically allow the mage to make friends with them. One who wants an otherworldly servant should be prepared to bribe, bully, or beg - and things from another world may not speak the magic user's language.

If one steps through a portal into another world, walks ten miles, then steps through another portal to get back to the first world, he will find himself ten miles from the spot where he stepped through the first portal, in the same direction that he was walking in the other realm. Thus, portals may be used to avoid certain physical barriers or known dangers of our world, but it will not save much time if used this way - and other worlds have barriers and dangers of their own.

The topography of different realms is not the same. When opening a portal at an unfamiliar location, a mage will often find that his portal is high above the ground, underground, or underwater in the world he desires to visit.

This power does not confer any special life support upon a traveller - if the user opens a portal to a place filled with a harmful substance (lava, acid, or the pressurized water at the bottom of an ocean), he will probably destroy himself and his immediate area.

There untold numbers of parallel realms. The mage who plans on exploration ought to have some knowledge of the place to be reached before attempting to travel there - to open a portal to a random world that the caster knows nothing about is suicidal.

Sorcerer Powers

Name Base Energy
Daze 10
Delude 10
Horrify 6
Telepathy 3
Torment 6
Daze allows a Sorcerer to render an enemy senseless and defenseless. The victim loses consciousness and falls prone. The target must make a Willpower check greater than 7 + the intensity of the spell in order to escape before the duration expires. An attempt can be made once per action.
Delude allows a Sorcerer to project illusions into a subject's mind. The subject remains awake and active, but his sensory experience is dictated by the sorcerer. Any enemy the sorcerer makes unseen can attack the deluded with impunity. The target must make a Willpower check greater than 7 + the intensity of the spell in order to escape before the duration expires. An attempt can be made once per action.
Horrify lets the Sorcerer attack a foe's mind. The intensity of the spell is compared to the target's Willpower to determine the number of shocks inflicted.
Telepathy lets the Sorcerer send thoughts and images into another's mind. Each +3 energy can double the number of recipients.
Torment allows the Sorcerer to cause a foe's mind to make the body attack itself. The victim may suffer uncontrollable itching, fever and chills, muscle spasms, or something similar. The intensity of the spell is compared to the target's Willpower to determine the number of wounds inflicted.