Magic is at the center of many legends. The hero, (or
villian), capable of magic has powerful weapons, "At his
fingertips." Spells can become more powerful than weapons,
but only with much study. A wizard can also create enchanted
weapons and salves.
In game terms, the power of magic takes two forms,
"Circles," and, "Spheres." Powerful spells are high circle
and sphere, (a spell may be referred to as 5th circle/4th
sphere).
Table 8 Spells use the following chart: Power uses change in circle and sphere per power point (pp) Basic +1/pp Range/speed +2/pp Duration +1/pp Multi-target +1/pp Illusion -1/pp Enchantment(create) +2/pp x # of charges Enchantment(use) -1/pp The total so far is called the total power of the spell. The circle and sphere equal total power until Time of casting modifiers are introduced. Casting peculiarities Change in circle or sphere Ingredients -1 circle/silver coin x total power Preparation +1 sphere
The basic power regulates the final result, (the
damage
caused in skill dice, or the size of a monster summoned, for
example).
The range of a spell is added to the focus or channelling
roll, or the encounter distance is used, if lower.
The duration applies only to adventure rounds, (minutes),
see the chart.
The multi target option allows the spell to be used on
the number of targets specified, (circle/sphere add). There
is no advantage to having a higher multi-target rating than
the number of targets. If the multi-target rating is 0, then
only the caster can be affected.
The illusion option allows the target to a roll to
"disbelieve" the spell. The caster tests illusion ability
versus the target's knowledge rating plus the illusion power
points.
When an enchanted object is made, the power is increased
by each charge. When the charge is used the spell can be
used as trained but the circle and sphere rolls must still
be made, with the enchantment power used as a bonus,
(multiple charges can be used without the +2 sphere
penalty). An object can have spells enchanted into it until
a creation roll fails, but they don't count as multiple
charges. If both rolls fail when an enchantment is being
created, the item disappears in a flash and puff of smoke.
The regular cost of the item can be used toward any
ingredient cost once. The only ingredient allowed at the
time of use is the item itself, (which disappears). Its cost
is added to both rolls, even if its cost was used during
creation. To make an enchanment permanent, the total power
of use must be zero, and the number of charges must double
the basic power, the only ingredient allowed is the item -
the spell can be used once per adventure round or encounter,
its multiple charges can not be used.
Ingredients must be specified at the time of learning.
They must be in the possession of the wizard to cast the
spell. The cost listed is if paid in precious metals,
otherwise multiply the cost of the spell by the rarity,
(percent). They disappear when the spell is cast.
Preparations include gesture, incantations, combining
ingredients, etcetera. This must be detailed at the time of
learning. Each point allows a re-roll of one die, (at the
increased sphere if need be), using the acting ability die.
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Table 9 basic effect options 1 = 1 damage ability 1 = 1 health die modifier, multiple casting has no effect 1 = 1 rating decrease, (pick one; maneuver, missile, brawling. Can not reduce below 1 point 1 = 1 specialty increase (up to double normal rating) 2 = 1 skill increase (up to double normal rating) 3 = 1 characteristic increase (up todouble normal rating) 1 = 1 summoning attribute: 1=1 distance/speed 1=1 size (1 brawling + 1 armor) 1=1 brawling +1 limit 1=1 missile +1 limit 1=2 armor 1=1 endurance maximum 1=1 range 1=1 maneuver
When a creature is summoned it will try to engage monsters or other =wise do as the caster wishes. If the spell has a range over 0, it will engage before the heroes, roll as a normal attack but apply differences to te loser's armor rating, if armor reaches 0, the creature dies. A summoned monster can join in.