Difference between revisions of "Xuln Magic System"

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Using Advantages to create whatever magic effect is desired has proven to be the favorite way to "do magic" in our campaigns.  
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Using Advantages to create whatever magic effect is desired has proven to be the favorite way to "do magic" in our campaigns. '
  
== Steps to Creating a Magical Power ==
+
'''NOW WE USE GURPS: THAUMATOLOGY SORCERY sourcebook.'''
#Imagine, or recreate, the concept for an ability, spell or magical effect ("Power")
+
 
#Identify which Advantage most closely matches the power
+
= Steps to Creating a Magical Spell =
#Add Enhancements & Limitations [B104, P107] to modify the base Advantage
+
#Imagine, or recreate, the concept for an ability or magical effect ("Spell")
 +
#Identify which Advantage most closely matches the effects of the spell
 +
#Add base Limitations which are required
 +
#Add additional Enhancements & Limitations [B104, P107] to modify for concept
 
#Get approval from GM
 
#Get approval from GM
  
== Source of Power ==
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= Casting a Spell =
Most powers have a source which can be effected in game positively or negatively. For example, if your power if magical in nature, it can be dispelled. On the other hand, a magical power may be amplified if in a powerful magic zone.  
+
With the concept of "Abilities as Magic", a caster either learns, earns or is granted access to an ability (Advantage), however, by default the ability remains inactive until an action is taken to activate the ability for a single "use". This activation of the ability is achieved by "casting the spell".
 
 
'''Power Modifiers [P25]'''
 
*Chi, -10% [P26] - emanates from own life force, meditate daily, requires 10-point disadvantage
 
*Divine, -10% [P26] - deity grants power, certain behavior is expected in return, requires 10-point disadvantage
 
*Magic, -10% [P27] - channels mana, varying level of mana zones, anti-magic powers can thwart powers
 
*Nature, -20% [P28] - channels vital energy of living things, civilization interferes
 
**-1 in despoiled wild place such as a clear-cut forest, -3 in a city, -5 amidst ordinary pollution, -10 in a poisoned wasteland
 
**penalty equal to half the most advanced manufactured item carried
 
**if no roll is required, -10% effectiveness per -1 instead
 
*Spirit, -25% [P28] - commanding fickle spirits, requires 5-point disadvantage
 
*...and others
 
 
 
== Ritual, FP Cost, Components, and Signature ==
 
All magical abilities should consider 1) Ritual Required, 2) FP Cost, and 3) Magical Signature.
 
  
=== Ritual Requirements / Nuisance Effects [B112] ===
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== Activation Requirements ==
'''Rituals Required to Maintain Power'''
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Every spell (with exception of Active Defense Spells), require at least one of the following limitations which are associated with the activation of an ability for "use".
*Requires Ready Action, -10% [P112] (requires consecutive Ready Actions)
 
*Requires Concentration, -15% [P112] (requires constant concentration, full action)
 
*Nuisance Effect: No Stealth, -5% (caster must continually chant)
 
*Nuisance Effect: One Hand Free, -5%; or Two Hands Free, -10%; or One Hand Free & Standing Freely, -10%; or Two Hands Free & Standing Freely, -15% (caster must gesture with hand(s) and possibly feet for the entirety of power)
 
  
:::<span style="color:#0000ff">'''''Sample Power (Simulating Maintaining Ritual)''' [x-20%] (Requires Ready Action, -10%; Nuisance Effect (no stealth), -5%; One Hand Free, -5%). The caster must spend a Ready Action every round and continually chant while making a one-handed gesture.''</span>
+
* Costs Fatigue: each "use" requires a sacrifice of FP. This is the only limitation that allows for "maintaining" to extend the duration of the "use".
 +
* Trigger: each "use" requires a substance ("component") to be held/ready in a hand; the substance is consumed when the spell is cast.
 +
* Ritual: special ritual actions must be taken to activate the spell.
 +
** Gestures (somatic): the caster uses his body to perform one or more gestures. If the caster is unable to use the required body part, the spell cannot be cast. '''NOTE''': for One Hand Free, this means the caster's dominate hand. If using the off-hand, the skill roll is modified per using off-hand rules.
 +
***Accessibility During Activation: One Hand Free (-5%)
 +
***Accessibility During Activation: Two Hands Free (-10%)
 +
***Accessibility During Activation: One Hand & Feet Free (-10%)
 +
***Accessibility During Activation: Whole Body Free (-15%)
 +
** Chanting (verbal): the caster must speak one or more magical words. If the caster is unable to speak, the spell cannot be cast.
 +
***Accessibility During Activation: Whispered Words (-5%) ... -? to Stealth
 +
***Accessibility During Activation: Spoken Words (-10%) ... -? to Stealth
 +
***Accessibility During Activation: Shouted Words (15%) ... -? to Stealth
 +
* Limited Use: the number of times an ability can be "used" per day is limited.
 +
* Takes Recharge: a recharge period must pass before the ability can be reactivated for a new "use".
  
'''Rituals Required to Activate Power'''
+
==Casting Time==
*Requires Ready Action to Activate, -5%
+
By default, the activation of an ability for a single "use" is a "free action". The effects of the ability might take longer to become active, per the details of the Advantage. For the Innate Attack ability with an instant effect, the caster can opt to "hold" the spell for purposes of Aiming or Waiting; if the spell has a signature, the magic will shows as an orb of energy held in the hand.
*Requires Concentration to Activate, -10%
 
*Requires two of the limitations upon activating the power (-5%). Choose upon activation.
 
**Nuisance Effect During Activation: No Stealth
 
**Nuisance Effect During Activation: One Hand Free
 
**Costs 1 FP
 
*Nuisance Effect During Activation: Two Hands Free (-5%)
 
*Nuisance Effect During Activation: One Hand & Feet Free (-5%)
 
*Nuisance Effect During Activation: Whole Body Free (-10%)
 
  
:::<span style="color:#0000ff">'''''Sample Power (Simulating Activation Ritual)''' [x-10%] (Requires Ready Action to Activate, -5%; Pick Two: Nuisance Effect During Activation (no stealth), One Hand Free, or Costs 1 FP, -5%). The caster must take 1 second to make a small one-handed gesture and speak a word or two.''</span>
+
When designing the spell, there is a limitation which can be added to increase the time needed to cast the spell. In this case, the ability is not active until the end of turn after the required number of Ready actions are taken. In the case of Innate Attack, the ability is not actually "used" until the next turn after.
 +
*'''Takes Extra Time''' [B115], -10%/level (each level doubles the time needed to cast the spell, i.e. 1 sec, 2 sec, 4 sec, 8 sec, etc.)
  
'''Requires Magical Staff or Wand'''
+
==Skill Roll==
*Requires Magical Staff or Wand, -5% (spell cannot be cast if the mage isn't currently holding a magical staff or wand in one hand). <span style="color:#ff0000">Riley thinks this should be more as it, in a sense, combines Nuisance Effect: One Hand Free During Activation (-2.5%) and Accessibility (-10% to -40% depending on rarity)</span>
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Every spell also has an associated skill, requiring a successful skill roll to activate the ability for a "use". This is always a Hard skill based on the controlling attribute of the ability, defaulting to that attribute at -6.
  
=== Casting Cost & Duration ===
+
* '''Roll Against Ability''', for Will or Per, -5%; for DX, IQ, or HT, -10%.
Spells require an expenditure of energy to create and maintain the magical effects. Spells have a default duration of 1 minute, or 1 second (instant) for attack spells (Affliction or Innate Attack) for active defensive spells. Spells can be maintained automatically with an expenditure of half (round up) the cost to cast. If the caster loses conciseness, either due to sleep, injury or spell effect, active spells cannot be maintained.  
 
  
*'''Costs Fatigue''', -5%/level (1 FP per level)
+
== Components ==
**One level of casting cost per every 10 points of the ''modified'' cost of the advantage (rounded).
 
**A very low point ability (4 or less) could have no casting cost.
 
*'''Extend Duration''' [B105]
 
 
 
=== Casting Time ===
 
Unless the description of the advantages states otherwise, by default a spell takes one second (an action) to cast the spell. The effects of the spell occur at the end of the caster's turn. If the spell is a combat spell, the attack is made immediately unless the spell is "held" for the purposes of Aiming or Waiting.
 
*'''Takes Extra Time''' [B115], -10%/level (each level doubles the time needed to cast the spell, representing either a longer ritual and/or manipulation of components.)
 
**The first level of Takes Extra Time is a ''Ready Action'' <span style="color:#ff0000">Not sure how this works now with Ready Action to Activate now only costing -5%.</span>
 
 
 
=== Components ===
 
 
Components can be handled by combining a number of limitations.  
 
Components can be handled by combining a number of limitations.  
 
*'''Trigger [B115]''' (ability requires exposure to a specific substance or condition, one dose is expended and is required per use)
 
*'''Trigger [B115]''' (ability requires exposure to a specific substance or condition, one dose is expended and is required per use)
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**1 minute, -20% to 8 hours, -60%
 
**1 minute, -20% to 8 hours, -60%
  
:::<span style="color:#0000ff">'''''Sample Power (Simulating Components)''' [x-45%] (Common Trigger, -20%; Requires Ready Action, -10%; Takes Extra Time (2 seconds), -10%; One Hand Free, -5%). The caster takes one second to retrieve a component one-handed from a belt pouch, then takes another second to cast the spell using the component in hand. The component is expended and the spell lasts for 1 minute.''</span>
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*'''Requires Power Focus (Holy Symbol, Magical Staff, Wand, etc)''' One special form of component is an object that serves as a focus for manifestation of the power, such as a cleric's holy symbol or a wizard's wand for example. These objects have a rarity of ''Occasional'', being very expense and hard to find, however, they are not consumed in use as with Trigger substances. This limitation is comprised of the following:
 +
** Can Be Lost or Stolen, -5%; Accessibility (requires condition, not expended, Occasional) -15%; Nuisance Effect: One Hand Free During Activation, -2% : -22%
 +
 
 +
== Duration ==
 +
By default, when an ability is activated for a "use", this provides access to the ability for 1 minute of time, or 1 second for abilities which are instant effects (such as Innate Attack). The duration of one "use" can be extended by use of "Costs Fatigue" to "maintain" the ability, or to include one of the of the following options:
 +
* '''Extended Duration''': can be added to increase the duration of "use" of an ability.
 +
* '''Persistent''': for Area Effects attacks, increase duration to 10 seconds.
  
=== Magical Signature [B106] ===
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'''Rituals Required to Maintain Power'''
 +
Some spells, those of high power or used by notice casters, may have additional Ritual requirements which must be performed for the duration of the spell. Failure to perform these actions causes the spell to end.
 +
*Requires Ready Action, -10% [P112] (requires consecutive Ready Actions)
 +
*Requires Concentration, -15% [P112] (requires constant concentration, full action)
 +
*Nuisance Effect: No Stealth, -5% (caster must continually chant)
 +
*Nuisance Effect: One Hand Free, -5%; or Two Hands Free, -10%; or One Hand Free & Standing Freely, -10%; or Two Hands Free & Standing Freely, -15% (caster must gesture with hand(s) and possibly feet for the entirety of power)
 +
 
 +
= Magical Signature =
 +
Most spells have a signature (sight, sound, feeling) that is created when the spell is cast or remains like a residue with the effect, however, as a caster becomes more proficient with the spell, the magical signature can reduced or even fully eliminated.
 
*Normal Signature, +0% (all magical effects are obviously magical and easily observed)
 
*Normal Signature, +0% (all magical effects are obviously magical and easily observed)
 
*Low Signature, +10% (no more easily identifiable than a champagne cork popping)
 
*Low Signature, +10% (no more easily identifiable than a champagne cork popping)
 
*No Signature, +20% (almost completely unnoticeable as in a blowgun dart; or undetectable by normal means but leaves a magical trace)
 
*No Signature, +20% (almost completely unnoticeable as in a blowgun dart; or undetectable by normal means but leaves a magical trace)
  
== Spell Casting Requires Attribute Roll ==
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= Other Common Enhancement & Limitations =
Some powers may require an Attribute Roll to function.  
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*For powers that are ranged attacks (Innate Attack or Afflictions), a minimal level of fairness should be added to allow the target a chance to avoid the effect. If the attack has a signature, the target can potentially see it coming and make an active defense to dodge. If the attack has no signature, then the power should have a resistance limitation.
  
=== Requires (Attribute) Roll [P112 & PP20] ===
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=== Enhancements ===
*Roll against Ability
 
**Roll against Will or Per, -5%
 
**Roll against DX, IQ, or HT, -10%
 
*Roll is a Quick Contest, -10% (incompatible with any power that already allows a resistance roll, may be added to powers that already require an attribute roll).
 
*Active Defense, -40% (your ability only protect you against threats you're aware of, DX/2+3, +1 for Combat Reflexes)
 
  
=== Based on Different Attributes [P100] ===
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'''Based on Different Attributes''' [P100]
 
*Caster may change a DX, IQ, HT, Will, or Per Roll to successfully cast a power to another above Attribute, +20%
 
*Caster may change a DX, IQ, HT, Will, or Per Roll to successfully cast a power to another above Attribute, +20%
 
*Caster may change a DX, IQ, HT, Will, or Per Opposed Roll to avoid the spell to another above Attribute, +20%
 
*Caster may change a DX, IQ, HT, Will, or Per Opposed Roll to avoid the spell to another above Attribute, +20%
 
== Other Common Enhancement & Limitations ==
 
*For powers that are ranged attacks (Innate Attack or Afflictions), a minimal level of fairness should be added to allow the target a chance to avoid the effect. If the attack has a signature, the target can potentially see it coming and make an active defense to dodge. If the attack has no signature, then the power should have a resistance limitation.
 
 
=== Enhancements ===
 
  
 
=== Limitations ===
 
=== Limitations ===
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'''Uncontrollable''' and '''Unreliable''' [B116] are good limitations when a character is still a novice with their power.
 
'''Uncontrollable''' and '''Unreliable''' [B116] are good limitations when a character is still a novice with their power.
  
== Powers in Combat ==
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= Active Defense Spells =
 
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Following is a list of specialized spells which a caster can only use as an Active Defense while in combat. Each requires a check roll (DX/2 +3, +1 for Combat Reflexes) as well as a cumulative -4 for each additional attempt per turn; all suffer -4 penalty if currently ''Stunned''. No customization may be made to these spells.
*For powers which are ranged attacks (Innate Attacks or Afflictions), once the effect is cast, the power can be held in order to Aim or wait for the best moment to release the effect. If the power has a signature, the cast power will be visible as a ball of light held in one hand.
 
*Some powers can potentially be used as an Active Defense (if one is allowed in the situation):
 
**Damage Resistance, if not already active, can be activated in place of an active defense.
 
**Telekinesis, if already active, can be used for a Parry.
 
**Warp, if already active, can be used as a Dodge to make a very short, instant jump.
 
  
== Sample Components ==
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{| cellpadding=5 cellspacing=0 border=1
{|
+
|- style="background-color:#dddddd"
|Rarity
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|width=100 nowrap=true|Spell Name
|Description
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|Defense Type
|Typical Cost
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|Advantage Description
|Sample Components
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|CP Cost
 
|-
 
|-
|Very Common, -10%
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|'''Blink'''
|available almost anywhere
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|dodge
| -
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|With a successful defense check, followed by an IQ-4 roll, the caster (plus gear up to Light encumbrance) instantly vanishes and reappears at location the caster can see within a 10 yard radius; a failed IQ-4 roll results in warping to unexpected location.<BR>Warp [100] (Active Defense, -40%; Range Limit: 10 yards; -50%; Reliable: 6; +30%; Emergencies Only, -30%; Extra Carrying Capacity: Light, +10%)
| -
+
|20
 
|-
 
|-
|Common, -20%
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|'''Force Shield'''
|expensive, somewhat hard to find
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|block
| -
+
|With a successful defense check, a magical shield appears momentarily in front of the caster to deflect a physical attack.<BR>Damage Resistance 10 [50] (Active Defense, -40%; Force Field, +20%; Directional: front, -20%; Limited: physical attacks, -20%; Emergencies Only, -30%)
| -
+
|10
 
|-
 
|-
|Occasional, -30%
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|'''Hidden Fist'''
|very expensive and hard to find
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|parry
| -
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|With a successful defense check, a magical force appears momentarily to parry an attack; can also parry ranged weapons if foe is visible and within 10 yards of the caster. <BR>Telekinesis 10 [50] (Active Defense, -40%; Visible -20%; Emergencies Only, -30%)
| -
+
|10
 
|-
 
|-
|Rare, -40%
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|'''Mana Shield'''
|cannot be bought, must be found or made
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|block
| -
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|With a successful defense check, an anti-magic barrier appears momentarily in front of the caster to block a magical attack which specifically targets the caster. <BR>Magic Resistance 25 [50] (Active Defense, -40%; Directional: front, -20%; Emergencies Only, -30%; )
| -
+
|10
 
|-
 
|-
 +
|'''Phaseshift'''
 +
|dodge
 +
|With a successful defense check, the caster (not including gear) becomes insubstantial for an instant, allowing the attack to pass through with no effect (unless the attack can affect insubstantial).<BR>Insubstantiality [80] (Active Defense, -40%; Can Carry Objects: Light, +20%; Limited: physical attacks, -20%, Emergencies Only, -30%)
 +
|24
 
|}
 
|}
  
= Easy Limitations =
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= Sample Spells =
'''Magic spell requires spell component that must be retrieved and manipulated. (-45%)'''<br>
 
(Magic, -10%; Trigger (sand), -10%; Requires Ready Action, -10%; Takes Extra Time 1, -10%; One Hand Free, -5%)<br>
 
''The above power is magical in nature. It channels mana and can vary based on local mana levels. It can also be negated by anti-magic powers. To cast the spell, the caster must have one hand free; use a Ready Action to retrieve a pinch of sand; then, use a second Ready Action to dust the sand between two fingers. The spell is cast at the end of the caster's second turn and lasts for 1 minute. If the caster wishes to increase the duration of the spell after the initial casting, he needs to prepare and expend sand. The caster can have the pinch of sand in hand ahead of time (the ready actions do not need to be right after one another).''
 
 
 
'''Power from within requires a shout and expenditure of fatigue. (-25%)'''<br>
 
(Chi, -10%; No Sneak, -10%; Costs 1 FP, -5%)<br>
 
''The above power comes from within the individual. The individual must have meditated within the past 24 hours as well as continually fulfilling the requirements of a -10 Point Disadvantage (for example, Pacifism: Cannot Harm Innocents). The individual shouts a word of power while spending 1 FP. The power lasts for one minute and can be maintained for 1 FP every minute.''
 
 
 
= Sample Magical Powers =
 
 
The following are sample Magical Powers using Advantages.  
 
The following are sample Magical Powers using Advantages.  
  
:::<span style="color:#0000ff">Sample Power (Simulating Ritual) [x-20%] (Requires Ready Action, -10%; Nuisance Effect (-4 stealth), -5%; One Hand Free, -5%). The caster must take 1 second to make a small one-handed gesture and speak a word or two.</span>
+
'''Insane Fireball that Kills a Lot of People'''<br>
 
 
:::<span style="color:#0000ff">Sample Power (Simulating Components) [x-45%] (Common Trigger, -20%; Requires Ready Action, -10%; Takes Extra Time (2 seconds), -10%; One Hand Free, -5%). The caster takes one second to retrieve a component one-handed from a belt pouch, then takes another second to cast the spell using the component in hand. The component is expended and the spell lasts for 1 minute.</span>
 
 
 
== Insane Fireball that Kills a Lot of People ==
 
 
''The caster takes a Ready Action to retrieve some uncommon components from his satchel. For a full 16 seconds afterwards: the caster chants words of power, makes grand gestures with both hands while manipulating the components, and moves wildly about in a circular pattern. The caster cannot sneak, hold anything but the components, or be bound in any way. As a magical ability, any opposing caster can attempt to dispel the magic within the 16 seconds of the casting time. On the 16th round of casting, the caster makes an attack roll to send the fireball to the destination and deals 6d burn damage to anything within a 16 yard radius.''  
 
''The caster takes a Ready Action to retrieve some uncommon components from his satchel. For a full 16 seconds afterwards: the caster chants words of power, makes grand gestures with both hands while manipulating the components, and moves wildly about in a circular pattern. The caster cannot sneak, hold anything but the components, or be bound in any way. As a magical ability, any opposing caster can attempt to dispel the magic within the 16 seconds of the casting time. On the 16th round of casting, the caster makes an attack roll to send the fireball to the destination and deals 6d burn damage to anything within a 16 yard radius.''  
 
+
*'''Innate Attack (6d burn) [56]''' (Nuisance Effect (No Stealth), -10%; Nuisance Effect (Requires 2-hands & Feet), -15%; Requires Ready Action, -10%; Takes Extra Time, 16 seconds, -40%; 16y Radius, +200%; Trigger Occasional, -30%; Magic, -10%)
'''Innate Attack (6d burn) [56]''' (Nuisance Effect (No Stealth), -10%; Nuisance Effect (Requires 2-hands & Feet), -15%; Requires Ready Action, -10%; Takes Extra Time, 16 seconds, -40%; 16y Radius, +200%; Trigger Occasional, -30%; Magic, -10%)
 

Latest revision as of 15:00, 20 October 2018

Using Advantages to create whatever magic effect is desired has proven to be the favorite way to "do magic" in our campaigns. '

NOW WE USE GURPS: THAUMATOLOGY SORCERY sourcebook.

Steps to Creating a Magical Spell

  1. Imagine, or recreate, the concept for an ability or magical effect ("Spell")
  2. Identify which Advantage most closely matches the effects of the spell
  3. Add base Limitations which are required
  4. Add additional Enhancements & Limitations [B104, P107] to modify for concept
  5. Get approval from GM

Casting a Spell

With the concept of "Abilities as Magic", a caster either learns, earns or is granted access to an ability (Advantage), however, by default the ability remains inactive until an action is taken to activate the ability for a single "use". This activation of the ability is achieved by "casting the spell".

Activation Requirements

Every spell (with exception of Active Defense Spells), require at least one of the following limitations which are associated with the activation of an ability for "use".

  • Costs Fatigue: each "use" requires a sacrifice of FP. This is the only limitation that allows for "maintaining" to extend the duration of the "use".
  • Trigger: each "use" requires a substance ("component") to be held/ready in a hand; the substance is consumed when the spell is cast.
  • Ritual: special ritual actions must be taken to activate the spell.
    • Gestures (somatic): the caster uses his body to perform one or more gestures. If the caster is unable to use the required body part, the spell cannot be cast. NOTE: for One Hand Free, this means the caster's dominate hand. If using the off-hand, the skill roll is modified per using off-hand rules.
      • Accessibility During Activation: One Hand Free (-5%)
      • Accessibility During Activation: Two Hands Free (-10%)
      • Accessibility During Activation: One Hand & Feet Free (-10%)
      • Accessibility During Activation: Whole Body Free (-15%)
    • Chanting (verbal): the caster must speak one or more magical words. If the caster is unable to speak, the spell cannot be cast.
      • Accessibility During Activation: Whispered Words (-5%) ... -? to Stealth
      • Accessibility During Activation: Spoken Words (-10%) ... -? to Stealth
      • Accessibility During Activation: Shouted Words (15%) ... -? to Stealth
  • Limited Use: the number of times an ability can be "used" per day is limited.
  • Takes Recharge: a recharge period must pass before the ability can be reactivated for a new "use".

Casting Time

By default, the activation of an ability for a single "use" is a "free action". The effects of the ability might take longer to become active, per the details of the Advantage. For the Innate Attack ability with an instant effect, the caster can opt to "hold" the spell for purposes of Aiming or Waiting; if the spell has a signature, the magic will shows as an orb of energy held in the hand.

When designing the spell, there is a limitation which can be added to increase the time needed to cast the spell. In this case, the ability is not active until the end of turn after the required number of Ready actions are taken. In the case of Innate Attack, the ability is not actually "used" until the next turn after.

  • Takes Extra Time [B115], -10%/level (each level doubles the time needed to cast the spell, i.e. 1 sec, 2 sec, 4 sec, 8 sec, etc.)

Skill Roll

Every spell also has an associated skill, requiring a successful skill roll to activate the ability for a "use". This is always a Hard skill based on the controlling attribute of the ability, defaulting to that attribute at -6.

  • Roll Against Ability, for Will or Per, -5%; for DX, IQ, or HT, -10%.

Components

Components can be handled by combining a number of limitations.

  • Trigger [B115] (ability requires exposure to a specific substance or condition, one dose is expended and is required per use)
    • Very Common, -10% to Rare, -40%
  • Accessibility [B110] (ability requires exposure to a specific substance or condition, the substance is NOT expended and is required per use)
    • Very Common, -5% to Rare, -20%
  • Preparation Required [B114] (in conjunction with Trigger, preparation of the components is required immediately prior to casting; not appropriate for combat spells)
    • 1 minute, -20% to 8 hours, -60%
  • Requires Power Focus (Holy Symbol, Magical Staff, Wand, etc) One special form of component is an object that serves as a focus for manifestation of the power, such as a cleric's holy symbol or a wizard's wand for example. These objects have a rarity of Occasional, being very expense and hard to find, however, they are not consumed in use as with Trigger substances. This limitation is comprised of the following:
    • Can Be Lost or Stolen, -5%; Accessibility (requires condition, not expended, Occasional) -15%; Nuisance Effect: One Hand Free During Activation, -2% : -22%

Duration

By default, when an ability is activated for a "use", this provides access to the ability for 1 minute of time, or 1 second for abilities which are instant effects (such as Innate Attack). The duration of one "use" can be extended by use of "Costs Fatigue" to "maintain" the ability, or to include one of the of the following options:

  • Extended Duration: can be added to increase the duration of "use" of an ability.
  • Persistent: for Area Effects attacks, increase duration to 10 seconds.

Rituals Required to Maintain Power Some spells, those of high power or used by notice casters, may have additional Ritual requirements which must be performed for the duration of the spell. Failure to perform these actions causes the spell to end.

  • Requires Ready Action, -10% [P112] (requires consecutive Ready Actions)
  • Requires Concentration, -15% [P112] (requires constant concentration, full action)
  • Nuisance Effect: No Stealth, -5% (caster must continually chant)
  • Nuisance Effect: One Hand Free, -5%; or Two Hands Free, -10%; or One Hand Free & Standing Freely, -10%; or Two Hands Free & Standing Freely, -15% (caster must gesture with hand(s) and possibly feet for the entirety of power)

Magical Signature

Most spells have a signature (sight, sound, feeling) that is created when the spell is cast or remains like a residue with the effect, however, as a caster becomes more proficient with the spell, the magical signature can reduced or even fully eliminated.

  • Normal Signature, +0% (all magical effects are obviously magical and easily observed)
  • Low Signature, +10% (no more easily identifiable than a champagne cork popping)
  • No Signature, +20% (almost completely unnoticeable as in a blowgun dart; or undetectable by normal means but leaves a magical trace)

Other Common Enhancement & Limitations

  • For powers that are ranged attacks (Innate Attack or Afflictions), a minimal level of fairness should be added to allow the target a chance to avoid the effect. If the attack has a signature, the target can potentially see it coming and make an active defense to dodge. If the attack has no signature, then the power should have a resistance limitation.

Enhancements

Based on Different Attributes [P100]

  • Caster may change a DX, IQ, HT, Will, or Per Roll to successfully cast a power to another above Attribute, +20%
  • Caster may change a DX, IQ, HT, Will, or Per Opposed Roll to avoid the spell to another above Attribute, +20%

Limitations

Accessibility [B110]

  • Environmental Accessibility - can only be cast in certain environments
    • Very Common, -5% (in the presence of air, on a planet, in a gravity field)
    • Common, -10% - (in contact with dust, in the presence of microbes)
    • Occasional, -20% - (in a city, in the wilderness, outdoors, touching the ground)
    • Rare, -40% - (in a storm, dense vegetation, desert, underground)
    • Very Rare, -80% - (in lava, quicksand, vacuum)

Unconscious Only [B115] is a good limitation for a character that has a power as a "wild talent".

Uncontrollable and Unreliable [B116] are good limitations when a character is still a novice with their power.

Active Defense Spells

Following is a list of specialized spells which a caster can only use as an Active Defense while in combat. Each requires a check roll (DX/2 +3, +1 for Combat Reflexes) as well as a cumulative -4 for each additional attempt per turn; all suffer -4 penalty if currently Stunned. No customization may be made to these spells.

Spell Name Defense Type Advantage Description CP Cost
Blink dodge With a successful defense check, followed by an IQ-4 roll, the caster (plus gear up to Light encumbrance) instantly vanishes and reappears at location the caster can see within a 10 yard radius; a failed IQ-4 roll results in warping to unexpected location.
Warp [100] (Active Defense, -40%; Range Limit: 10 yards; -50%; Reliable: 6; +30%; Emergencies Only, -30%; Extra Carrying Capacity: Light, +10%)
20
Force Shield block With a successful defense check, a magical shield appears momentarily in front of the caster to deflect a physical attack.
Damage Resistance 10 [50] (Active Defense, -40%; Force Field, +20%; Directional: front, -20%; Limited: physical attacks, -20%; Emergencies Only, -30%)
10
Hidden Fist parry With a successful defense check, a magical force appears momentarily to parry an attack; can also parry ranged weapons if foe is visible and within 10 yards of the caster.
Telekinesis 10 [50] (Active Defense, -40%; Visible -20%; Emergencies Only, -30%)
10
Mana Shield block With a successful defense check, an anti-magic barrier appears momentarily in front of the caster to block a magical attack which specifically targets the caster.
Magic Resistance 25 [50] (Active Defense, -40%; Directional: front, -20%; Emergencies Only, -30%; )
10
Phaseshift dodge With a successful defense check, the caster (not including gear) becomes insubstantial for an instant, allowing the attack to pass through with no effect (unless the attack can affect insubstantial).
Insubstantiality [80] (Active Defense, -40%; Can Carry Objects: Light, +20%; Limited: physical attacks, -20%, Emergencies Only, -30%)
24

Sample Spells

The following are sample Magical Powers using Advantages.

Insane Fireball that Kills a Lot of People
The caster takes a Ready Action to retrieve some uncommon components from his satchel. For a full 16 seconds afterwards: the caster chants words of power, makes grand gestures with both hands while manipulating the components, and moves wildly about in a circular pattern. The caster cannot sneak, hold anything but the components, or be bound in any way. As a magical ability, any opposing caster can attempt to dispel the magic within the 16 seconds of the casting time. On the 16th round of casting, the caster makes an attack roll to send the fireball to the destination and deals 6d burn damage to anything within a 16 yard radius.

  • Innate Attack (6d burn) [56] (Nuisance Effect (No Stealth), -10%; Nuisance Effect (Requires 2-hands & Feet), -15%; Requires Ready Action, -10%; Takes Extra Time, 16 seconds, -40%; 16y Radius, +200%; Trigger Occasional, -30%; Magic, -10%)