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Old 06-24-2021, 08:58 AM   #1
naloth
 
Join Date: Sep 2004
Default Spellforging (Alt magic)

Spellforging
This is an alternate, power based system, that goes for a more Doctor Strange, Harry Potter, Jedi, or D&D wizard feel. This system allows both big, splashy magic or more methodical reserved, regular casting depending on a few campaign choices.

Since this is an ER and fatigue heavy system I suggest handing out something physical you can use to track points (poker chips work nicely) to spell casters. As spells are cast these markers will be handed in to the GM. As the pools recharge the markers are returned to the players.

This is a work in process. Comments welcome. Things are subject to change.

Spellforging Specific Advantages
These are common, but not universal advantages. Casting Reserve fuels powerful augments (below) for splash or frequent casting and may be omitted to restrict energy available for casting. Improvised Casting (especially with enough levels) replace learning contingency spells. Sense Magic suits most games, but doesn’t seem to be a Potterverse ability. The last two abilities take pressure off buying up IQ.

Casting Reserve (-20%). Energy Reserve 10 (Slow Recharge, hourly -20%) [24]. Notes: May be used to augment (described under Augments) spells. This is purchased in units of 10 with a limit of units equal to character’s Spell Aptitude (below) level. 24 points/level.

Improvised Casting Wild Talent (Wild Ability +50%) [30]: Once per day you may cast (but not maintain) any spell worth 30 points or less as if you possessed it. Improved Casting may be taken multiple times for multiple uses per day. 30 points.

Sense Magic (+100%). Detect (Magic, base 10; Analyzing +100%; Reflexive +40%; Short-Ranged -1/yd -10%) Notes: Automatically senses any magic within 10 yards with an IQ roll. This roll is -1 per yard the wizard is away from the source. Alternative, this may be used actively to analyze a known source of magic with an IQ roll. Success reveals spell function and relative strength. 23 points.

Specialized Spell Training (-80%). DX 1 or IQ 1 (Only for one ability -80%) [4]. Notes: Each level gives a +1 to cast one spell, chosen when purchased. 4 points/level.

Spell Aptitude (0%). Talent: Spells [10]: Applies to the level as a bonus to all spell use. Up to four levels may be taken. If this ability only applies to a subset of spells: -80% for one spell, -60% for two spells, -40%, for three, or -20% for four. Spell Aptitude may also be limited by Environmental such that it only works when the right conditions are present as well.10 points/level.

Basic Casting
Spells are advantages (powers) purchased with the Spell modifier worth -30%. The Spell modifier consists of: Costs Energy -5%, Extra Time -10%, and Requires Concentration -15%. Requires Concentration may be substituted with “Requires Magic Casting Implement -15%” (such as a magic wand) if desired. The spells available for a given game are set by the GM. A sample spell list will be in a future post.

Energy can be any combination of Fatigue or Casing Reserve points.

Casting requires a concentration maneuver for a full second. Upon your next action, you make a casting roll and pay the total energy cost. By default spells cost 1 energy and last 1 minute. Spells with a duration may be maintained at half the energy it took to cast. Unless noted otherwise, failing a casting roll causes the spell to fail with no effect (though the energy used is still lost).
  • Casting rolls that require a melee attack are made against either DX or any melee skill.
  • Casting rolls that require a ranged attack are made against Innate Attack (Projectile).
  • Casting rolls for other spells are made against IQ.
Casting cannot be done while restrained or grappled. If the caster is knocked down, injured, takes an active defense, or is otherwise distracted the caster must pass a Will-3 roll to maintain concentration. Failure means that the spell is lost and the action is canceled without any energy loss. Critical failure means that the caster lost control of the energy causing a random casting failure. Casters may only move a Step while concentrating.

Augments
Spells may be dynamically improved during casting. To augment a spell, add up the total cost of all the added enhancements and the total cost of percentage increase of the level, then divide by how much of a skill penalty the caster chooses to add to the spell. The final value will be the energy cost added to the base energy cost of the spell.

Example 1: Presto whips off spells quickly rather than concentrating for a second. Presto does most casting with Reduced Time 1 +20% for +2 energy and a -1 to cast. When he wants to take another action (like flying on his broom, driving a car, or running after someone), he applies Reduced Time 2 +40% for -2 to skill and +2 energy (4 for 40%, divided by 2 for the skill penalty).

Example 2: Doctor Weird wants to cast a spell with twice the power (+100% increase) and double the area (Area +50%). That adds 150%, which comes to +15 energy (150% / 10% = 15) at -1 (15/1 = 15) to cast. He can instead cast at a -3 for +5 power (15/3 = 5), or at -5 (15/5 = 3) for 3 energy.

Any spell may be augmented by the following:
  • Affects Insubstantial: For +20%, any spell can be made to explicitly affect insubstantial targets. Normally this is only necessary for Curses and Direct Damage spells.
  • Affects Substantial: For +100%, any spell can be made to affect substantial targets while the caster is on the astral plane.
  • Reduced Casting Time: For +20%, you may halve the casting time. This may be taken more than once for spells that have a long casting time. If taken on spell that takes the default 1 turn of concentration to cast, the spell instead is cast as your normal action instead of requiring a full turn before casting. Spells cast as normal action may be used as a Power Parry. If a further level is taken, the spell requires no action and another maneuver may be taken in addition (though only one spell may be used per turn, regardless).
  • Warding: For +50% a spell can be delayed to defined trigger and attached to either a location or item. The energy cost is paid when a ward is created, but the casting roll is not done until triggered. Wards are cast at a -2 plus another -2 for every day since the ward was created. Wards may be detected by the Sense Magic.

Last edited by naloth; 06-24-2021 at 12:50 PM.
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Old 06-24-2021, 09:02 AM   #2
naloth
 
Join Date: Sep 2004
Default Re: Spellforging (Alt magic)

Sample Spell List pt 1
This is a sample list of spells available to players in a given campaign. Spells are intended to be be a fixed point cost (except where noted otherwise) rather than leveled advantages. I broke the spells into college by function and gave them names since one of the complaints I hear is that GURPS abilities lack flavor.

Conjuring

Goro’s Many Arms (-30%): Extra Arms (Pair) (Spell -30%) [14]. Notes: Gives the caster an extra pair of arms. Each +100% power level augment creates an additional pair of arms. 14 points.

Ikonn’s Static Image (0%): Illusion ( Area +50%; Ranged +40%; Static -30%; Visual -30%; Spell -30%) [25]. Notes: Covers up to a 2 yard radius with a static, visual image. Viewers get a +4 to realize it's an illusion unless the image should have moving parts in which case the roll is at +10. Each +50% Area augment doubles the area covered. 25 points.

Krakkan’s Chains (240%): Natural Weapon Cr (Cosmic: Can be Recreated +50%; Disarming +20%; Flexible, Entangles +30%; Reach 1-4 yds, no time +150%; Swing Dmg +20%; Spell -30%) [17]. Notes: Creates an energy ribbon that does swing crushing damage. This weapon gets a +2 to disarm attempts and may entangle like a whip. No time is needed to adjust between reach 1-4. 17 points.

Mists of Munnopor (100%): Obscure 4 (Vision; Duration 100sec +40%; Mobile +40%; Ranged +50%; Spell -30%) [16]. Notes: Casts a thick mist onto a target hex within 100 yards. The mist lasts 100 seconds, has a 2 yard radius, and gives a -4 to anything requiring vision that passes through any of the affected hexes. 16 points.

Mytorr’s Shining Blade (100%): Natural Weapon Cut (Cosmic: Can be Recreated +50%; Damage +2 +60%; Extra Dmg, Imp +20%; Spell -30%) [14]. Notes: Creates a mystic blade that does thr+2 damage of that is either cutting or impaling. 26 points.

Nvidia’s Rendering (20%): Illusion (Initiative +100%; Visual Only -30%; Spell -30%) [30]. Notes: Creates illusion up to one hex in size that can be animated and given a predetermined set of instructions. Each +50% Area enhancement doubles size of the illusion. 30 points.

Presto’s Conjuring (-55%): Snatcher (Unpredictable -25%; Spell -30%) [36]. Notes: Allows an item that is up to 5 lbs to be conjured. Each attempt takes 20 seconds, 3 energy, and a successful IQ roll at a penalty depending on the item. Critical failures produce unexpected, often dangerous results. Each +10% added to augment the weight summoned shifts a row down on the speed/range chart (starting at SM+2, 5 yards) where yards are treated as pounds. 36 points.

Summon Elemental (100%): Ally (Base 100%; Freq 15- x3; Environmental -20%; Summoned +100%; Spell -30%) [18]. Notes: Each version of this spell summons one type of elemental chosen at the time the spell is taken. Elementals can only be summoned where enough of their element is present. Common elemental types are air, fire, water, earth, smoke, lava, and ice. Summoned elementals make a reaction check to determine willingness to obey the caster. 18 points.

Tormento Pabulum (50%): Ally Group (25% 1pt; Costs Energy, variable -20%; Freq: 15- x3; Group: max 10 x6; Summoned +100%; Spell -30%) [31]. Notes: Summons a group of creatures which make a reaction check when summoned to determine to determine willingness to obey the caster. Costs 2 point of energy per creature, and up to 10 creatures may be summoned. 31 points.

Curses
Curses are physical innate attack spells that cause a side effect instead of damage. Curses are Guided (B105) which means they are not affected by distance penalties, and may only affect targets visible to the caster (even if the spell has an area). Melee curses strike with any unarmed combat skill or DX. Ranged curses use the Innate Attack (Projectile) to attack. Spell talent adds to skill use (including defaults). If a Curse strikes its target, it the effect is resisted by a HT check at -1 for two points of “damage” done. Targets larger than SM+0 add their SM bonus to the resistance roll. Failure inflicts the effect for 20-HT minutes (minimum 1) and no other injury. Toxic innate attacks only affect living targets. Crushing innate attacks affects objects as well as living subjects. Objects usually roll against HT 10. Curse effects cannot be maintained. If the target is hit with the same curse multiple times only the longest duration applies.

Ranged curses travel 10 yards per second while being concentrated on unless noted otherwise with no maximum range. If Harry wanted to curse Fred while he’s 25 yards away, Harry would declare concentration on the first turn. On Harry’s second turn the spell is cast traveling up to 10 yards, which isn’t far enough, so Harry continues concentrating. On the 3rd turn the spell has travel 20 yards which still isn’t enough for Harry concentrates yet again. On the 4th turn the spell reaches Fred, and Harry rolls his affect before declaring another action.

All curses may be augmented with a stronger effect (more levels for more damage).

Ranged curses may be augmented with Area or Cone enhancements.

Astral Separation (475%): Innate Attack: Toxic 2d (Cosmic: No DR +300%; Increased Immunity -10%; Melee Attack, C range, no parry -35%; Side Effect, Astral Projection +250%; Spell -30%) [46]. Notes: Allows the user to punch or kick someone’s astral form out of their body for the duration. Astral Projection is described under movement. Astral Separation does not have a range and cannot have Area or Cone. 46 points.

Crucio (450%): Innate Attack: Toxic 2d (Cosmic, No DR +300%; Guided +50%; Increased Range, 100 yds +30%; No Wounding -50%; Side Effect: Agony +150%; Spell -30%) [44]. Notes: Known as the torture curse, this spell inflicts horrible incapacitating agony if the target fails to resist. The Crucio curse travels 100 yards per second. 44 points.

Expelliarmus (325%): Innate Attack: Toxic 2d (Cosmic: No DR +300%; Guided +50%; Increased Range, 20 yds +10%; No Duration -35%; No Wounding -50%; Side Effect: No Fine Manipulators +80%; Spell -30%) [34]. Notes: Causes the target to drop anything held. Expelliarmus travels 20 yards per second.34 points.

Nikon’s Double Exposure (1320%): Innate Attack Cr 1d (Cosmic: No DR +300%; Guided +50%; No Wounding -50%; No Knockback -20%; Reduced Range, 5 yds -10%; Side Effect: Morph(Cosmetic -50%; Glamour, Will-4 -10%; Reduced Time 4 +80%; Retains Shape -20%) +1050%; Spell -30%) [71]. Notes: Casts an illusion on a target of the same approximate size and shape. This Curse travels at 5 yards per second.71 points.

Obliviate (450%): Innate Attack: Toxic 2d (Cosmic: No DR +300%; Guided +50%; No Wounding -50%; Permanent +150%; Reduced Range, 1 yd -30%; Side Effect: Amnesia +60%; Spell -30%) [44]. Notes: Obliviate causes the target to lose any amount of memories as described by the caster. This spell has a permanent duration though the effect can be removed by a counter spell (see below) or by forcing the memories to the surface (Mind Probe, hypnosis, incontrovertible evidence of the event). Obliviate travels 1 yard per second. 44 points.

Petrificus Totalus (500%): Innate Attack: Toxic 2d (Cosmic: No DR +300%; Guided +50%; Increased Range, 100 yds +30%; No Wounding -50%; Side Effect: Paralysis +200%; Spell -30%) [48]. Notes: Petrificus Totalus causes total paralysis for the duration and has a range of 100 yards per second. 48 points.

Stupefy (50%): Innate Attack: Toxic 2d (AP x2 -30%; Guided +50%; Increased Range, 20 yds +10%; No Wounding -50%; Side Effect: Daze +100%; Spell -30%) [12]. Notes: Stupefy Dazes (B428) the target. Unlike most curses, DR not only protects but offers double protection. Stupefy travels 20 yards per second. 12 points.

Vapors of Valtorr (300%): Innate Attack: Toxic 1d (Area +50%; Guided +50%; No Wounding -50%; Persistent +40%; Reduced Range, 5 yds -10%; Respiratory +50%; Side Effect: Sleep +200%; Spell -30%) [16]. Notes: This attack travels up to 5 yards per second before generating a cloud of sleeping inducing gas with a 2 yard radius that persists for 10 seconds. Any living creature in or entering the field must resist with HT unless the subject is not breathing. 16 points.

Last edited by naloth; 06-24-2021 at 11:47 AM.
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Old 06-24-2021, 09:04 AM   #3
naloth
 
Join Date: Sep 2004
Default Re: Spellforging (Alt magic)

Sample Spell list part 2

Direct Damage
Direct damage spells are ranged physical attacks (Range 10/100; Acc 3; RoF 1; Recoil 1) that attack with the Innate Attack (Projectile) skill. Direct damage spells may not be maintained unless the spell has a duration or it is otherwise noted in the description.

Direct damage spells augmented for more power (more levels for more damage). Direct damage spells that do not have an Area or Cone may be Augmented with RoF. RoF 2 is worth +40%, plus an additional +10% per +1 RoF. Direct Damage spells with an Area add additional levels for a larger area. Direct Damage spells with a Cone may increase the width of the base by +10%/+1 Hex.

Spells (due to extra time) take effect on your next action after concentrating a turn and cost a minium of 1 fatigue per use.

Bolts of Balthakk (90%): Innate Attack: Burn 2d (Homing, visual +50%%; Side Effect, Stunning +50%; Surge +20%; Spell -30%) [19]. Notes: Creates a violent jagged electrical bolt that damages and stuns the target. This is Homing attack (no distance penalties) that travels at 10 yards per second and hits with a skill 13. It requires no concentration after casting and will chase its target for up to 1 minute or until it rolls to hit. 19 points.

Bombardo (120%): Innate Attack: Burn 3d (Explosive +100%; Increased Range 100/1000 +20%; Spell -30%) [29]. Notes: Directs an exploding fireball to a target hex that does 1d damage per energy spent up to 4d. Full burning damage is done to a 4 yard radius. Explosive damage is further done to the next few yards beyond that. 29 points.

Bromagdon’s Acid Rain (140%): Innate Attack: Corr 1d (Area 4 yd +100%; Overhead +30%; Persistent +40%; Spell -30%) [24]. Notes: Casts an acid rain that rains down on a 4 yard radius for 10 seconds. 24 points.

Crimson Bands of Cyttorak (50%): Binding 4 (Engulfing +60%; One Shot -10%; Reduced Max Range x1/5 -10%; Unbreakable +40%; Spell -30%) [12]. Notes: A successful hit pins a target with ST4 bands of force that can only be broken with a contest of ST, not destroyed. The bands persist until broken or destroyed. This attack has a range of 1/2D 10 and Max 10. 12 points.

Cyndriarr’s Icy Blast (190%): Innate Attack: Fatigue 1d (Freezing +20%; Jet 0%; Side Effect: Paralysis +200%; Spell -30%) [29]. Notes: Creates an icy jet that damages and drains the target, potentially freezing the target for 20-HT minutes. No penalties are applied for target range or speed. This attack has a 1/2D 5 and Max 10. Increased Range is an augment worth +10% per +100% range. Fatigue lost due to this attack may only be recovered by shelter and exposure to a good heat source. Unlike most direct damage spells, this spell may be maintained. 29 points.

Dyzakk’s Burning Cage (120%): Innate Attack: Burn 1d (Area 2 yds +50%; Persistent +40%; Wall, Permeable +60%; Spell -30%) [11]. Notes: Generates 2 hexes of fire that can be arranged in any shape. This wall may be created at touch range or at a designated target hex (+4 to hit) within 10 yards hit using Innate Attack (Projectile). The wall lasts 10 seconds. The wall does 1d burning to anyone in or passing through one if its hexes. Each Area augment doubles size by doubling the number of the wall hexes. 11 points.

Fangs of Faralloh (0%): Innate Attack: Imp 1d (AP/2 +50%; No Blunt Trauma -20%; Spell -30%) [8]. Notes: Directs an impaling sliver towards a target. The attack may be augmented to AP/5 for +100% or AP/10 for +150%. 8 points.

Flames of Faltine (120%): Innate Attack: Burn 1d (Cosmic: Extra Incendiary +50%; Extra Pass 2 +20%; Homing, Infravision +60%; Incendiary 2 +20%; Spell -30%) [19]. Notes: Generates an ball of flame that will chase a “warm” target chosen by traveling 10 yards per second until it hits, misses 3 times, or travels for 1 minute. No concentration is needed after casting. The ball chases its target with an attack skill of 13 that is not modified by range penalties. 11 points.

Flying Boulder (50%): Innate Attack: Cr 2d (Area +50%; Environmental: Requires Earth -20%; Homing +50%; Spell -30%) [15]. Notes: Tears large chunk of stone, asphalt, concrete, or other earth out of the ground and directs it towards an area at a rate of 10 yards per second. It hits with an unmodified skill of 17 (rolled separately from casting), does not require any addition concentration after casting, and does damage to a 2 yard radius. 15 points.

Magic Missile (350%): Innate Attack Tox 1d (Acc +2 +10%; Cosmic, No DR +300%; Homing, visual +50%; Increased Range, 50yds +20%; Spell -30%) [18]. Notes: Directs a bolt of magical energy that travels up to 50 yards per second until it rolls to hit or travels for 1 minute. No concentration is need after casting. The missile attacks with a skill of 15 that is not modified by range modifiers. Magic missiles only affect living targets. 18 points.

Pineapple Fist of Dancing Shards (100%): Innate Attack Cut 1d (Area +50%; Double Knockback +20%; Fragmentation 3d* +45%; Overhead +30%; Reduced Max Range x1/10 -15%) [14]. Notes: Tosses an exploding ball of energy. The ball does 1d cutting to a 2 yard radius and fragmentation damage equal to the level of the spell up to maximum 3d cutting. 14 points.

Scorching Light of Cinnibus (200%): Innate Attack Burn 1d (Cone 4 yd +90%; Increased Range, 200/1000 +40%; Side Effect: Blindness +100%; Spell -30%) [15]. Notes: Directs an intense burning light cone with a 10/100 range and a 4 yard base. The base may be further augmented by 1 yard per +10%. 15 points.

Winds of Watoomb (40%): Innate Attack Cr 2d (Cone 4 yd +90%; Double Knockback +20%; No Wounding -50%; Reduced Max Range x1/5 -10%; Selective Effect +20%; Spell -30%) [12]. Notes: Creates a push of air that that inflicts knockback on anyone or anything in the area The caster may choose the knockback to be in any direction. 26 points.

Divination

Agamotto’s Seeing Eye (20%): See Invisible (True Sight +50%; Spell -30%) [24]. Notes: While active the Eye allows the caster to see through any visible deception including illusions, camouflage, and invisibility. 15 points.

Farquaad’s Interrogation (-70%): Mind Probe (Accessibility: Must Converse -20%; Vision Based -20%; Spell -30%) [6]. Notes: To use this ability, the user must be close enough to touch his subject, engage his mark in conversation, and maintain eye contact. The subject is compelled to give one truthful answer per minute. Roll a Quick Contest of IQ or Interrogation vs. the target’s Will for each question. 6 points.

Logan’s Hunt (120%): Detect: Life (Long Range +50%; Precise +100%; Reliable +3 +15%; Requires Sample -15%; Spell -30%) [66]. Notes: Uses a sample of the target (hair, skin, blood, etc) to detect the direction and distance to the source. Roll vs IQ using Long Range Modifiers at a +3. 66 points.

Trelawney’s Reading (0%): Precognition (Active Only -60%; Backlash: Tipsy -10%; Directed +100%; Spell -30%) [25]. Notes: Allows the caster to ask one question about the future. Each attempt takes 20 minutes, costs 3 energy, and suffers a -1 based on the speed/range chart where yards are treated as days into the future. IQ rolls for success are made by the GM in secret. Success gives an accurate, possibly vague (depending on the question) answer. Failure reveals nothing. Critical Failure gives wildly incorrect information. The time may be reduced as an augment. Each +20% halves the required time to cast. 25 points.

Well of Mimir (0%): Psychometry (Active Only -20%; Directed +50%; Spell -30%) [20]. Notes: Allows the caster to ask a historical question about the current location or an item in their possession. Each attempt takes one minute, costs 1 enery to ask one question, and suffers a penalty based on how distant in the past the information is buried (see Psychometry). IQ rolls for success are made by the GM in secret. Success gives an accurate, possibly vague (depending on the question) answer. Failure reveals nothing. Critical Failure prevents repeat attempts. The time may be reduced as an augment. Each +20% halves the required time to cast. 20 points.

Last edited by naloth; 06-24-2021 at 09:17 AM.
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Old 06-24-2021, 09:06 AM   #4
naloth
 
Join Date: Sep 2004
Default Re: Spellforging (Alt magic)

Sample Spell List pt 3

Elemental Control
Up levels equal to the caster’s level of Talent may be taken for each elemental control spell. If you have talent 3, you can buy up to 3 levels of the spells in this section. If chosen for an Improvised Spell, these are treated as level 2 abilities.

Elemental control spells may be augmented with GEE, Collective (+100%), Persistent (+40%), and Ranged (+40%). Collective allows up to your weight limit of multiple instances within your power level radius to be controlled. Persistent lets the unstable effects of your control to linger for a maintainable 10 seconds after concentration stops. Ranged gives control an initial 10 yard range.

Ang’s Whirlwind (-30%): Control 1 (Common: Air, including most gases. Spell -30%) [14]. Notes: Allows the caster to control all types of air in radius equal to the level of the power offering a -/+1 modifier to those in the area on anything air could reasonable affect (including all combat). The Collective augment has no meaning for air control. 14 points.

Haru’s Landslide (-30%): Control 1 (Common: Earth, but not metal. Spell -30%) [14]. Notes: Allows the caster to control, shape, and move 10 x level squared lbs of earth material. 14 points.

Katara’s Drenching Wave (-30%): Control 1 (Common: Water. Spell -30%) [14]. Notes: Allows the caster to control, shape, and move 10 x level squared lbs of any source of water including ice. Water control also includes steam, which functions like a limited form of air control. 14 points.

Toph’s Hammerless Forge (-30%): Control 1 (Common: Metal. Spell -30%) [14]. Notes: Allows the caster to control, shape, and move 10 x level squared lbs of metal. 14 points.

Zuko’s Living Flame (-30%): Control 1 ( Common: Fire. Spell -30%) [14]. Notes: Allows the caster to control any fire in radius equal to the level of the power. Fire may be moved, shaped, or modified by -/+10% in intensity. Collective allows all fire in the radius to be controlled. 14 points.

Healing
Area may be taken as an augment for Healing spells. Area healing spells affects each applicable subject in the area individually with a fatigue cost assessed for each target affected.

Brackium Emendo (-80%): Healing (Crippled Limbs Only -80%; Reliable +6 +30%; Spell -30%) [6]. Notes: Allows crippled injuries to be healed (and the HP taken to cause the injury) with a successful IQ roll for a fatigue cost equal to half that caused the crippling. Only one attempt may be made for each crippling injury. This spell cannot restore lost limbs, cure ailments, or heal other injury. 6 points.

Morbum Sanadum (-50%): Healing (Disease Only -40%; Reliable +4 +20%; Spell -30%) [15]. Notes: Cures diseases as described under Healing (B59). 15 points.

Renneverate (160%): Affliction 1 (Grants Recovery +150% Malediction +100%; Only Unconscious Targets -60%; Spell -30%) [26]. Notes: This is a beneficial Affliction cast on a successful IQ roll at -1 per yard to the target. If successful, an unconscious target gets the Recovery advantage for 1 minute per point of success (minimum 1). 26 points.

Mental Manipulation
All spells in this category require the caster to win a contest of IQ vs the target’s Will to be effective.

Area make be taken as an augment to allow everyone in a radius to be affected the same way by a mental manipulation.

Cognitive Delusion (60%): Illusion (Mental +100%; Reduced Duration, 1/3 -10%; Spell -30%) [40]. Notes: Allows the caster to manipulate or all of a target’s sensory perceptions of a visible target while active. 40 points.

Kenobi’s Coercion (-20%): Mind Control (Mind Control: Independent +70%; Suggestion -40%; Vision Based -20%; Spell -30%) [40]. Notes: Implants an instruction that persists for minutes equal to the margin of success (minimum 1) for a visible target. 40 points.

Legilimency (40%): Mind Reading (Sensory +20%; Universal +50%; Spell -30%) [42]. Notes: Legilimency the caster to experience the thoughts and senses of a any living target, regardless of species. 42 points.

Impressio: Terror 1 (Awe 0%; Visual 0%; Spell -30%) [28]. Notes: Projects an awe inspiring vision of the caster to anyone that sees, requiring an Awe check. This lasts as long as the caster maintains concentration or until the duration expires. It 28 points.

Xavier’s Sending (60%): Telesend (Broadcast +50%; Reliable +4 +20%; Selective Effect +20%; Spell -30%) [48]. Notes: Selectively sends out a mental communication to whomever the caster wants. Long distance and familiarity penalties apply to anyone not visible. 48 points.

Metamagic

Finite Incantatem (50%): Create 1 ( Medium Category: Spell Power; Destruction 0%; Reduced Fatigue Cost 3 +60%; Reduced Time +20%; Spell -30%) [15]. Notes: This spell can be as a normal action (without a full turn of concentration) and without an energy cost to cancel a spell. Canceling a spell requires a casting roll at a penalty equal to half the energy the spell cost to cast, and can be rolled in secret unless the caster has a means of knowing how the spell being canceled was cast. This spell can also be used as a Power Parry to completely stop a hostile spell. This spell my be augmented with Reliable for a +2 to cast (adding +1 to parry attempts) per +10%, up to a maximum of +10. 15 points.

Sacrifice (0%): Leech 1 (Accelerated Healing +25%; Contact Agent -30%; Only heals ER -20%; Variable +5%; Spell -30%) [28]. Notes: Drains HP from a grappled or helpless target while the caster maintains skin to skin contact for up to 1 minute. 1 ER is recovered for each HP drained. 26 points.


Movement
Accio (-90%): TK 4 (Attract Only -60%; Spell -30%) [4]. Notes: Allows the caster to lock on and pull the target with strength equal to the level for as long as the caster concentrates. 4 points.

Astral Projection (-80%): Jumper (Astral Plane -20%, Naked -30%; Projection -50%; Reliable +10 +50%; Spell -30%) [20]. Notes: Projects an avatar of the caster onto the astral plane leaving a helpless body and all physical possessions behind. While on the astral plane the caster is effectively a ghost – insubstantial, invisible, and unaffected by gravity (may travel up or down at ½ move) – to the material plane. While on the astral plane, the caster can only able to interact with what is also on the astral plane. At the end of the duration, the caster snaps back to their body. 26 points.

Daveroth’s Dimensional Door (50%): Jumper (Reflective Surface -20%; Tunnel +100%; Spell -30% ) [150]. Notes: Creates a SM+2 portal to another world on a reflective surface. Casting time is 20 seconds, and the amount of energy to create a portal to a given world is up to the GM. Each Area level augment adds +1 to the SM of the portal size. 150 points.

Globus Nigrum: Flight (Cannot Hover -15%; Nuisance: Screaming Black Fireball -15%; Spell -30%) [16] + Flying Speed 10 (Cannot Hover -15%; Nuisance: Screaming Black Fireball -15%; Spell -30%) [8] + DR 10 (Only while Flying -10%) [45]. Notes: The caster travels in a loud, dark fireball (deatheater style) at Basic Speed * 2 plus 10 while maintaining concentration. The caster can ram things while flying, but may not hover or stop without ending the spell. 69 points.

Hoary Hands of Hoggoth (-30%): TK 4 (Spell -30%) [14]. Notes: Creates an invisible set of hands with a ST equal to the power level that function with 10 yards of the caster. These hand can manipulate things until the duration ends with a Concentrate maneuver. 14 points.

Piertotum Locomotor (-50%): TK 4 (Animation -20% ; Spell -30%) [10]. Notes: Animates an unliving object of up to level HP or a homogeneous object up to twice HP. Animated objects have a ST equal to the level needed to animate it and the DX of the caster. This may be augmented with Independent +40% so the object to act without the caster taking a Concentrate maneuver. This may be augmented with Area or Cone, allowing multiple objects in the target area to be affected as long as the total doesn’t exceed the TK required. 10 points.

Pohldahk’s Translocational Mirror (50%): Warp (Reflective Surface -20%; Tunnel +100%; Spell -30%) [150]. Notes: Creates a SM+2 portal to another location on a reflective surface. Casting time is 20 seconds. Each Area level augment adds +1 to the SM of the portal size. 150 points.

Repulsio (-90%): TK 4 (Repel Only -60%; Spell -30%) [4]. Notes: Allows the caster to lock on and push the target with strength equal to the level for as long as the caster concentrates or until the target is more than 10 yards away. 26 points.

Szeth’s Pull (-60%): Control (Falling) 20 (Rare: Falling, subset of gravity; Environmental, Planetary -10%; Reduced Area 1/5 -20%; Spell -30%) [40]. Notes: Changes the direction of gravity in any hex of a 4 yard radius touching the caster to a different direction than down. Anyone begins falling or is treated as knocked down. The power level of this spell may not be altered as it just affects the direction, not the intensity of gravity. 40 points.

Wall Running (20%): Flight (Requires Surface -20%; Spell -30%) [20]. Notes: Allows the caster to run along any rigid surface including walls and ceilings as long as the user pushes off at least once every five seconds with a top speed equal to twice Move. 24 points.

Last edited by naloth; 06-24-2021 at 12:55 PM.
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Old 06-24-2021, 09:06 AM   #5
naloth
 
Join Date: Sep 2004
Default Re: Spellforging (Alt magic)

Sample Spell List pt4

Protection
Desert Breath (20%): Temperature Control 4 (Area 4yds +50%; Spell -30%) [24]. Notes: The caster may take Concentrate maneuvers to heat or cool a 4 yard radius within 10 yards 8 degrees per second up to a maximum of change of 80 degrees. The area may be increased with an augment. 24 points.

Mabdhara’s Thermal Comfort (90%): Temperature Tolerance 10 (Area+50%; Affects Others +50%; Force Field +20%; Spell -30%) [19]. Notes: Gives the caster and anyone within 2 yards a comfort zone of -135F to 190F. The area may be increased with an augment. 19 points.

Mystic Padding ( -60% ): DR 10 ( Ablative -80%; Cosmic: Recast instead of Healing +50%; Spell -30% ) 20 ]. Notes:26 points.

Rangsabb’s Last Gasp (90%): Doesn’t Breathe (Area+50%; Affects Others +50%; Force Field +20%; Spell -30%) [38]. Notes: Removes the need for the caster and anyone with 2 yards to breathe. The area may be increased with an augment. 38 points.

Reflecto ( 80% ): DR 4 ( Active Defense -40%; Cosmic +50%; Directional, Front -20%; Reduced Time +20%; Reflection +100%; Spell -30% ) [36]. Notes: Provides Reflective DR 4 (reflects DR worth of an attack back to the attacker) from frontal attacks that the caster knows about. This spell does not require a turn of concentration and may be cast as a single action. This spell may also be used as a blocking spell, in which case it gets double DR but no duration. This spell protects with full DR against attacks that ignore DR completely.36 points.

Ruby Rings of Raggador (0%): DR 4 (Cosmic +50%; Directional, Front -20%; Spell -30%) [20]. Notes: Provides DR 4 from frontal attacks that the caster knows about. This spell does not require a turn of concentration and may be cast as a single action. This spell may also be used as a blocking spell, in which case it gets double DR but no duration. This spell protects with full DR against attacks that ignore DR completely.20 points.

Shield of Seraphim (140%): Innate Attack Cr 2d (Area +50%; Cosmic DR +50%; Persistent +40%; Wall, Rigid +30%; Spell -30%) [24]. Notes: Generates a 2 hex straight line rigid barrier wall. This wall may be created at touch range or at a designated target hex (+4 to hit) within 10 yards hit using Innate Attack (Projectile). The wall lasts 10 seconds. The wall has a base DR 6 HP 1 that may be improved by augmenting the power level. This spell protects with full DR against attacks that ignore DR completely. Each Area augment doubles size by doubling the number of the wall hexes. A Wall augment allows the wall to be shaped in any way. 24 points.
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Old 06-24-2021, 09:07 AM   #6
naloth
 
Join Date: Sep 2004
Default Re: Spellforging (Alt magic)

Wizardly Tools

Broomstick (-60%). Flight (Breakable, DR2 HP8 SM+0 -45%; Stolen: ST, Hard to use -15%) [16] + Enhanced Move 2 (Broomstick, DR2 HP8 SM+0 -45%; Stolen: ST, Hard to use -15%) [16]. Notes: A 5’ stick with bristles at one end weighing approximately 8 lbs. Users that can activate it can fly with a top speed of 20 (~40mph) and an acceleration 5 using Piloting (Broomstick). Not for the faint of heart. 32 points

Powerstone (-70%). Spell Reserve 10 (Breakable, DR2 HP4 SM-5 -30
%; Stolen: Trickery -20%; Special Recharge, hourly -20%) [9]. Notes: A large enhanced gemstone that acts as a reserve of energy for any wizard touching it. This may be attached to a ring, bracelet, or necklace. This reserve only charges when while held in which case it charges instead of the user’s. 9 points.

Seriously Helpful Cloak. Ally (Base 75%; Constantly Available x4; Special Abilities +50%) [18]. Notes: An enchanted cloak that will fight on your behalf and help out in other ways. If this cloak is built with the ability to fly, it may also be able to carry and catch. 18 points

Sling Ring. Warp (Breakable, DR2 HP2 SM-5 -30%; Requires Concentration -15%; Stolen: DX, requires training to use -15%; Takes Recharge: 3d6 seconds -20%; Tunnel +100%). Notes: Creates a man sized portal in an adjacent hex that links with a destination hex for 3d6 seconds. Penalties, fatigue, and time as per Warp. 130 points.

Wizard’s Staff. Spell Reserve 20 (Breakable, DR2 HP6 SM+0 -45%; Stolen: ST, Hard to use -15%; Special Recharge, hourly -20%) [12] + Extra Arm (Extends Existing Arm -base cost; Extra Long, SM+1 +100%) [4]. Notes: A long carved piece of wood about 4lbs in weight and 6’ long with an inlayed gem useful for cracking heads and casting spells. Any spell cast may treat the end of the staff as if it were the caster’s hand. This reserve only charges when while held in which case it charges instead of the user’s. 16 points.

Casting from Default
Spells may be cast by default as long as the caster has the Illuminated advantage or any level of the Spell talent. Casting a spell from default costs 1 energy for every point the spell would cost to buy divided by a skill penalty chosen by the caster plus any additional cost for augments. For example, Carlos needs a portal to the never-never but he does not have Daveroth’s Dimensional Door (150 points). Carlos can improvise the spell for 150 energy at -1 to cast, but that’s more then his present reserve. Instead, Carlos opts for a -5 to cast reducing the energy needed to only (150/5 =) 30.

Ritual Casting
Spells may be cast slowly and deliberately for a bonus. Taking a full minute gives a +1. Taking an hour of extra time gives a +2. A full day of preparation and ritual offers a +4.

Casters that all know the same spell may share the energy costs. Figure out the normal energy cost to cast, increase by +50% per additional caster (2 is +50%, 3 is +100%, 9 would be +400%), then divide the energy costs between the casters evenly. The casting roll is made by the lowest skill of all the casters involved.

The creation of potions is a specialized ritual casting. This functions exactly like a spell cast with the “Warding” augment but instead of a typical casting roll, roll against the creator’s Alchemy skill. Specific potions based on one spell can be taken as an Average Technique. The method of activation (breaking it over a target or imbibing it) may be specified when brewed.

Alternate Abilities
Spells work well as alternate abilities, but a ready maneuver to switch between them (effectively adding a turn that cannot be reduced by augments) when switching spells adds to casting time. Remember to buy defenses separately as only the current ready ability can be used.

GMs are encouraged to require that all alternate abilities are similar (same college, or other theme) besides all being spells.

Last edited by naloth; 06-24-2021 at 02:02 PM.
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