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:
- 1 kilometer is 500 spaces long
- 250000 spaces in 1 square km
- 10 rounds in 1 minute
- 600 rounds in 1 hour
- 14400 rounds in 1 day
- 5256000 rounds in 1 year
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 |
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 |