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Magic System


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Introduction

The magic system within these rules is not based on a huge list of standard spells, but rather relys on the players and referee coming up with thier own spells, the system for which is explained below. The background data on magic will/is provided in the world data section of these rules.

Power

Each spell costs a number of power points to cast. Each character has a number of Power points equal to thier "Will" statistic, however, only Magi characters have learnt to harness this power in the form of spells.

Creating a Spell

To create a new spell the factors of each element of the spell must be calculated and these factors multiplied together to get the cost.

Step 1, Type

What type of spell is it? Look at the table below. The number in brackets is the cost. If the desired effect is covered by two items on the table then add these together to get the cost of step one.
  • Illusion ( 1 )
  • Physical Change ( 3 )
  • Movement ( 2 )
  • Destruction ( 4 )
  • Creation ( 5 )
Notes: Teleporting is Destruction and Creation. A flaming hand spell requires two Creations, 1 for creating flame, 1 for creating a protective barrier for the hand.

Step 2, Range ( Area of Effect )

In this step you determin the range over which the spell can be cast or the range over which the spells effect takes place.
  • Self ( 1 )
  • Touch ( 2 )
  • 10' ( 3 )
  • 20' ( 4 )
  • 50' ( 5 )
  • 100' ( 6 )
  • 1 Mile ( 7 )
  • 2 Miles ( 8 )
  • 10 Miles ( 9 )
  • Unlimited ( 10 )
If the desired effect is covered by two items on the table then add these together to get the cost of step one. For instance a flying spell, flying "Self" up to "1 Mile" costs 8.

Step 3, Duration

Now in this step calculate the factor for the spells duration.
  • Instantaneous ( 1 )
  • 10 Seconds ( 2 )
  • 1 Minute ( 3 )
  • 5 Minutes ( 4 )
  • 10 Minutes ( 5 )
  • 30 Minutes ( 6 )
  • 1 Hour ( 7 )
  • 12 Hours ( 8 )
  • 1 Day ( 9 )
  • 1 Week ( 10 )
  • 1 Month ( 11 )
  • 1 Year ( 12 )
  • Permanent ( 13 )

Step 4, Special

Now you factor in special effects ( if any ).
  • Giving Life ( 4 )
  • Giving Intelligence ( 2 )

Step 5, Totaling

Now you calculate the total number of points the spell costs to cast as follows.

Step 1 x Step 2 x Step 3 x Step 4 = Points Cost

Note that any spell that has a damage factor, an attacking spell if you like, requires that the "Destruction" cost in step 1 is paid for each die of damage.

In the Fire Dart example below the cost for destruction would rise from 4 points to 8 points if the spell was to do 2 dice of damage

Special Note Spells can not be massaged to fit a situation. Spells take training and effort to develop and a player can not make them up on the spot or subtly change the effects to fit the situation. If a spell description says "It levitates a person", then thats what it does, it does not allow that person to lift anything else or even in this case thier clothes. A referee in this game must be strict even devious in the interpretation of the spells description.

Sample spells

Distant Pond

Creates a Permanent Pond up to 50' in diameter, up to 1 mile away.
Creation(5) x Permanent(13) x 50' Area (5)
+
1 Mile Range (7)
= 780 points


Skeletal Self

Creates a 5 minute illusion that the caster is an animated skeleton.
Illusion(1) x 5 Minutes(4) x Range of Self(1) = 4 points


Fire Dart

Creates a firey dart that shoots from the casters fingers and hurts a target up to 20' away.
Creation(5)
+
Movement(2)
+
Destruction(4)
x Instantaneous(1) x Range of 20'(4) = 44 points