Magic

Creating Powers

Every time you choose a power you get to design it. Choosing a power involves:
1) Choosing the power.
2) Choose trapping
3) Choose modifications.
4) Adjust as needed
5) Name the spell
6) Consult with GM
7) Adjust if needed

We will cover each step below.

1) Choosing the power. You get to choose any power available to your class and trappings. Sometimes you may even combine two powers. For instance you can combine environmental protection and mobility to grant a swim speed and the ability to survive underwater to create an amphibious power. When combining 2 powers you add the cost of casting each together. Additionally take the higher ranked power and add 1 to it to determine the ranking. Sometimes their durations will be different, and duration and PP’S should be adjusted accordingly. For other parameters generally you want to use the lowest parameters.

Bob is a Druid learning a new tier 3 power, and wants to make a power called “amphibious” which gives him a swim speed and allows him to survive normally in water. He Uses environmental protection and movement. Environmental Protection is tier 1, and movement is tier 2, so it is a tier 3 spell. Range is the same, so that is easy. For Duration the powers last for 12 hours and concentration respectively. Bob decideS he wants the duration to be 12 hours rather than concentration. Then he adds the PP’S together for 5. He’s onto step 2.

2) Choose Trappings Next you choose the trappings for the spell. Generally your trappings available will be determined by your class. GMS are encouraged to expand or shrink these lists as they feel fits their campaign setting. While choosing a trapping you can choose a single modification of that trapping. You also gain any modification that comes with the trappings for free (such as fire spells all dealing fire damage). You may add additional trapping modifications at the GM approval for an additional cost. Generally every spell should have a trapping, though each spell should be ready to play even without trappings.

Bob sees that both powers have the animal type to it, so he uses that as his basis. He decides his power let’s him speak with animals, and he uses that as his animal trapping. So his power now let’s him speak to animals, grants a swim speed and allows him to survive underwater.

3) Choose Modifications Modifications are adjustments available for each power. They are listed under the power. These modifications happen each time the power is cast, and adjust the cost of the power accordingly.

Bob needs no modifications, and is happy with where he’s at.

4) Adjust as Needed You may find your trappings and modifications don’t fit together, durations may be wrong, etc. Adjust the spell as needed.

All parameters look good to Bob.

5) Name the Spell Name the spell. It should be something to do with the setting, spell, character background, class background, etc.

Bob names his spell Bobs Bobbin’ Blues

6) Consult with GM. Turn the spell in to the gm. He will review it and may come back and ask for adjustments. Repeat step 1-4 until the two of you agree on the spells.

Bob turns in his power. The GM reviews it and decides that a 12 hour duration is stronger than a concentration duration. He tells Bob to either increase the PP cost to 6, or change the duration to Concentration. Bob decides he wants the duration to be 12 hours (he already has 2 concentration powers) so raises the PP cost to 6. His power is done.

7) Adjust if needed While the rules written here should make sure most powers come out balanced, it is still possible a spell may become OP or broken. Be prepared to adjust a power, especially If it seems overtly powerful. Don’t feel bad though, that means you broke the game!

Leveling Up

Each time you level up you can change a single modification or trapping for a single spell. When you rank up your casting style, you may change out a single spell for another spell.

Choosing Powers

At each tier you get to choose a number of powers as listed by your casting class. These can be used to pick powers of a tier equal to or less than the tier the powers are earned. When you rank up your tier in your casting class you may reconfigure all of your spells for that particular casting class.

Casting Powers

Augmenting Powers: Some powers can be cast for more than their base cost for added benefits. You may only augment your spells with a number of PP equal to your Spellcasting tier. So at tier 2 you can augment your spells with an additional 2 PP’S.

Power maintenance Some powers can be maintained. Maintaining a power requires a certain amount of concentration. You may concentrate on one power at a time without penalty. You may concentrate on more powers, but doing so is increasingly difficult. For each power above 1 you maintain you take a cumulative -2 penalty to all dice pools while you are maintaining the spells. If the total penalty ever equals or exceeds your spellcasting skill, you lose concentration on all powers and are stunned for one round.

Ingredients Powers will generally involve some type of ingredients. These include gestures, dance, singing, chanting and even chucking bat guano. Unless otherwise noted, manipulating a power has some kind of ingredient that makes others around you aware that you are using a power….or that you are a complete lunatic. You choose your casters ingredients at the time of choosing his magical discipline, which are verbal, gestures or components. If verbal, you take a -6 to stealth any round that you cast a power in(-8 if an attack spell), and cannot cast if silenced somehow. You also cannot cast if paralyzed, but may still cast while immobilized by most other methods, such as in a grapple. If the component is gestures you cannot cast powers while restrained at all. Gestures also opens up an attack of opportunity. If using spell components you cannot cast powers at all while restrained. If separated from your components you also cannot cast, and some clever thieves and sneaky opponents attempt to take advantage of this.

Magic

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