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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.
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