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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
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Creates a Permanent Pond up to 50' in diameter, up to 1 mile away.
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Creation(5)
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x
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Permanent(13)
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x
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50' Area (5) + 1 Mile Range (7)
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= 780 points
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Skeletal Self
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Creates a 5 minute illusion that the caster is an animated skeleton.
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Illusion(1)
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x
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5 Minutes(4)
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x
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Range of Self(1)
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= 4 points
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Fire Dart
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Creates a firey dart that shoots from the casters fingers and hurts a target up to 20' away.
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Creation(5) + Movement(2) + Destruction(4)
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x
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Instantaneous(1)
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x
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Range of 20'(4)
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= 44 points
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