Spell-Based or Ritual Magic

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Originally Published:  2009-10-14
Last Updated
:  2009-10-14
Original Concept:  Gerry Harris
Final Design:  Gerry Harris

 
 
 
 

Spell-Based or Ritual Magic is meant to replicate the types of magic found in fantasy fiction and RPGs.  This system assumes characters will have both an innate talent for magic and the knowledge to use that talent.  Note, in some campaigns the actual knowledge of magic may have been lost (to be rediscovered by the characters or their nemeses) or be the jurisdiction of a handful of adepts.

Character Generation:  In a campaign using spell-based magic all characters should roll 2D6-1 for the Empathy attribute.  Even in campaigns where magic is unknown to the general populace, each character should still have an Empathy attribute.  In addition a new skill, Magic, becomes available.  At the referee's discretion it may be available as a secondary activity during character generation, or in the case of purpose-built spell casters, may be taken as a career skill.  Conversely, it may not be available during character generation but may be learned during play.

Casting Spells:  Each spell in a campaign will have a difficulty level and a casting time (in 5-second turns).  Each turn of casting the character must roll the difficulty level of the spell against his Magic attribute.  On a basic success the spell casting continues (or the spell is cast if the casting time is concluded).  On an Outstanding Success the spell is cast immediately.  On a basic failure, the character must start the casting process over.  On a Catastrophic Failure, the spell caster suffers a Magical backlash.  The exact nature of the backlash will be noted in the spell description.

Spell casting may be affected by environmental conditions; the more stressful the situation, the more difficult it is to cast a spell:

Situation Difficulty
Relaxed Environment -1 Diff Mod
Normal Stress No Modification
Great Stress, Combat +1 Diff Mod
Incredible Stress +2 Diff Mods

Non-Verbal Spell Casting:  All spells use a verbal component designed to focus the spell-caster's attention and will.  There are times a spell-caster will want to silently cast a spell; he or she may attempt to do so, but the difficulty level becomes one higher.

Spell Effects:  The actual effects of spell will be listed in the spell's description and will be based upon the power level achieved by the spell caster.  The power level of a spell is equal to the spell caster's Magic + 1D10 minus the target's Willpower asset (should the target have one).  On an Outstanding Success during the casting process, double the power level.

Power Level Stage of Success
0 or less No Effect
1 - 9 Basic Success
10 - 18 Stage 2
19 - 27 Stage 3
28 - 36 Stage 4
37 - 45 Stage 5
46 - 54 Stage 6
55 - 63 Stage 7
64 - 72 Stage 8
73 - 81 Stage 9
82+ Stage 10

Note that most human spell casters will not achieve a power level greater than 30, or Stage 4 success (or Stage 8 on an Outstanding Success).  Powerful spell casters and certain magical beings may have higher Magic assets, and hence higher power levels.

Magical Areas:  The referee may declare some regions to be more or less "magical" than other regions.  Spell casting difficulties should be adjusted up or down when performed in those areas.

Spell Research:  Some spells come "ready made," and may be found in dusty old tomes, scrolls, spell books, computer files, etc.  Characters wishing to use these spells must be able to read and speak the language in which the spell is written (a successful Language check would be sufficient).  However, many spells are written in "lost languages."  If the character is fluent in a related language, or has Linguistics skill, he may attempt to translate the spell.  The difficulty level is up to the referee, but should be at least Difficult.  The character should not know his success until he actually attempts to cast the spell.  Note, the character need not actually have to translate the spell to cast it — all he or she needs to know are the words and how to pronounce them.  However, the character may need to understand the meanings of the words or the background behind them if he or she plans to use the spell for further research, or if he or she wants to create a modern-language version of the spell.

Characters may also wish to create new spells.  One thing they should remember — there is truly nothing new under the Sun when it comes to magic.  Some enterprising spell caster somewhere has tried to do what the characters want to do.   A characters wishing to research a new spell should check against his History or Research assets once per month of research.  If the character is starting from scratch, this will be an Impossible task.  If the character has access to some magical reference material, it will be a Formidable task.  If the character has access to magical reference material pertinent to the type of spell he is trying to create, the task becomes Difficult. 

Creating a new spell is initially an Impossible: Magic task.  For each successful monthly research roll, the task becomes one level easier.  On an Outstanding Success on a monthly research roll, the task becomes two levels easier.

No other activities should take place while the character is conducting research.  If the character does something else during the month, make the monthly research difficulty level one greater for every week or fraction thereof spent doing stuff other than research.

Using Spells From Other Game Systems:  A number of fantasy and horror games have magical spells that are easily portable into a House Rules campaign with just a little work.

Advanced Dungeons and Dragons:  First and Second Level spells have a base difficulty level of Easy.  Third and Fourth Level spells are Average.  Fifth and Sixth Level spells are Difficult.  Seventh and Eighth Level spells are Formidable.  Ninth Level spells are Impossible.  Note, there is no restrictions on who can attempt to cast a spell; even a novice spell caster can attempt powerful spells.