BPRD Magic and Spell Design
Magic is a matter of manipulating the PK energy around the universe to perform feats that seem impossible or improbable. Certain people, magi, are born with sensitivity to this energy and can harness it for a variety of effects.
Magi characters either follow the Laws of Magic or is a rogue wizard, referred to by the White Council as a warlock and are usually sought out by Wardens.
There are many paths to magic. When the character is first created, they get to choose 3 paths to start upon initially. As time goes on, they are able to increase the areas of expertise and learn more paths.
Building the Spell
Most of these rules are lifed from the D6 Adventure book, with a couple tossed in from me. A couple rules from the book are not being used. They're noted below.
As you create each spell, you will keep track of a Spell Total and a Negative Spell Total Modifier. Certain elements, like the value and the range of the effect, cause the Spell Total to go up (that is, make the effect harder to cast), while other elements, like a longer casting time, add to the Negative Spell Total Modifier and (in the end) make the Spell Total go down (that is, make the effect easier to cast).
Note that Negative Spell Total Modifiers are designated within the spell design system as negative numbers to distinguish them from those modifiers added to the Spell Total. However, they add to the Negative Spell Total Modifiers total, which is subtracted from the Spell Total at the end of the design. You will need a paper and pencil and an active imagination for this part, so get ready. You can find a blank Spell Design Sheet, including a worksheet to help you with the calculations, at the end of this chapter. A calculator might also help.
Determining the Desired Effect
At this point, write out what you want the spell to do — basically. What sort of effect are you trying to create? What range will you need? Will it need charges? How long will the effect last? Consider all things along these lines. Having some general ideas up front will help you choose the values of the various aspects of your spell.
Spell Effect Die Codes Expanded
Die Code | Spell Value |
1 | 1 |
2 | 2 |
1D | 3 |
1D+1 | 4 |
1D+2 | 5 |
2D | 6 |
2D+1 | 7 |
2D+2 | 8 |
3D | 9 |
3D+1 | 10 |
3D+2 | 11 |
4D | 12 |
4D+1 | 13 |
4D+2 | 14 |
5D | 15 |
5D+1 | 16 |
5D+2 | 17 |
6D | 18 |
Basic Aspects
Use the Spell Worksheet to keep track of the Spell Total and all modifiers, aspects, and your own ideas.
Starting Spell Total and Starting Negative Spell Total Modifiers
Most Spell Totals begin at zero, but gamemasters who want magic less common and spells to be more difficult to cast should have a greater starting Spell Total. Negative Spell Total Modifiers always start at zero.
Effect and Skill Used
Once you decide what the spell will do — damage, protection, skill bonus, and so on — determine its corresponding value using the “Die Code” table or “Spell Measures” table — or both, if the spell is intended to do more than one thing (such as create an animated golem). Here are some guidelines:
Damage spells affect character health (that is, their Body Points or Wounds). To hurt someone, 6D (which youcan determine, by using the “Die Code” table, has a value of 18) is a safe bet.
To kill someone outright, 10D (which has a value of 30) is usually necessary.
Protection spells work similarly, though, obviously, they reduce the amount of damage taken. Checking out weapon damage die codes can help you determine the number of dice you need for your spell. Both protection and damage have a visible component (such as a glowing aura) that indicates their use and, if relevant, trajectory.
Spells that increase, decrease, create, or otherwise affect attributes or skills are determined the same way.
For example, a spell to take over someone’s mind would give the caster a persuasion of +3D or more with a value of at least 14. Spells may not create stand-alone attributes unless they are included in something that the spell has created (such as a creature). In this case, use the same level as the stand-alone skill. Some spells’ effects are best reflected by a Special Ability or a Disadvantage. With a Special Ability, the spell effect’s value equals 3 times the Special Ability cost times the number of ranks in that Special Ability, plus the cost of any Enhancements and their ranks, minus the cost of any Limitations and their ranks. With a Disadvantage, the spell effect’s value equals the 3 times the cost of the Disadvantage. Spells generally do not provide a target with Advantages or improved Funds, but the gamemaster may allow this in special circumstances, such creating a friendship spell using Contacts.
Spell effects that don’t fall into any category should be given a difficulty and the circumstance in which the difficulty can be beat. The difficulty equals the effect’s value. If the spell creates something, refer to the “Spell Measures” table to determine the spell effect’s value for the desired amount of weight. Find the desired weight in kilograms, then read over to the corresponding value under the “Val.” column. Most offensive and defensive spells have a weight value of zero, but the gamemaster may require exceptionally heavy-duty spells to have a larger weight value. The spell designer may chose to have certain characteristics of the spell (such as a golem’s Physique and Body Points or Wounds) be determined by the points by which the spell skill beats the spell difficulty. (Subtract the spell difficulty from the spell skill total to determine the number of points.) Any attributes figured this way have a die code equal to the points above the difficulty (minimum of 1D). Body Points equal 10 plus the points above the difficulty, while Wound levels equal the points above the difficulty, divided by 2 and rounded up (minimum of one Wound level). There is no cost for Body Points or Wound levels and the first attribute decided with this method; each additional attribute ups the Spell Total by one. A spell may contain more than one effect. Each effect is determined separately and added to the total. All of the effects must fall under the domain of the same skill. You should also list the skill used to cast the spell at this time. See the “Skills and Sample Effects” sidebar for suggestions.
Once you decide on a spell effect’s value, write it down. This is the first element of your Spell Total.
Note on Attack and Protection Spells
By default, magical and nonmagical armor can defend against attack spells. To ignore nonmagical armor, double the value to add it. Damage is either physical or mental. To do both, each kind must be purchased separately. Similarly, protection spells defend against both magical and nonmagical attacks. To be subject to one but not the other, half the value to add it (round up). The protection may be against physical or mental attacks. To resist both, each kind must be purchased separately.
Determine how far away you want the caster to be able to affect things with the spell. Then read the measurement (in meters) on the “Spell Measures” table to get a range value. Add the value to your Spell Total. Unless otherwise specified, the mage can use the spell (or its effect, if the spell was charged into an object) to target anywhere within that range. The caster can aim at a spot or something mobile (such as a person or a car). If the caster hits a moving target within the range of the effect, and the target leaves the range of the spell before it ends, the effect disappears (unless you use the focus optional aspect, described herein). Even if the target comes back into range within the spell’s duration, the spell has to be created again.
For purposes of determining the range modifier with ranges longer than 20 meters, consider anything from three meters up to one-third of the range to be Short range, anything from one-third to two-thirds to be Medium range, and anything from two-thirds to the full range to be Long range. (Round fractions up.) For ranges of 25 meters or less, distances from three meters to the full range are Short range.
Example: A spell has a range of 40 meters, which translates to a Short range of 3 to 14, Medium of 14 to 27, and Long of 27 to 40. For apportation spells, range indicates either how far away the target is or how far a target may be sent. If the latter, the target must be no more than one meter from the caster.
Speed determines how fast the spell gets from the caster to the target. First, look at the range value (above). That is the maximum distance the effect travels. If you select a speed value equal to the range value, then the spell’s effect travels from you to your target in one second, because the speed’s unit of measure is meters per second. You can select a lower speed value. Its corresponding measure indicates how quickly the spell’s effect moves. To see how long it takes the effect to reach a given target, subtract the speed value from the range value to the target (not the range value of the spell). Read the result as a value on the “Spell Measures” table. The measurement is the number of seconds it takes for the spell’s effect to go from you to your target.
Example: A projective telepathy spell could allow one character to send thoughts to another. The player decides the range value of the spell is an incredible 30 (one million meters, or 1,000 kilometers). She makes the speed value, however, only 20 (10,000 meters per second, or 10 kilometers per second). The target is 400 kilometers away (a value of 28). The range of 28 minus the speed of 20 gives a result of 8. Reading this on the “Spell Measures” chart reveals that it takes 40 seconds for the effect to reach the target. Sometimes, you’ll use a lower speed to keep the Spell Total lower.
However, quite often, especially with attack spells, you’ll need that instantaneous effect. If you build an attack spell with a lower speed, you have to be aware that the spell will be less accurate — that is, the target will be able to get out of the way much easier. The difference between the speed value and the range value of the target is added to the target’s dodge, Reflexes, or combat difficulty when getting out of the way of a slow attack. So, in the previous example, not only would it take a value of 8 (40 seconds) to reach the target, the target would get a bonus of +8 to dodge on the round that the spell’s effect reaches the area where the caster first believed the target to be. A higher speed value than the range value provides no benefit. Add the speed value onto the Spell Total and keep going.
Duration indicates how long the effect lasts or continues to act upon a target. To determine how long the duration is, find the time value on the “Spell Measures” table and add it to the Spell Total. List the time measure with the spell, leaving it as seconds or converting it to rounds, minutes, hours, or whatever. The minimum duration for any spell is one second (or zero value). Since the duration begins from the moment the spell is cast, the duration may have to be quite long, especially if it takes a while for the spell to travel to its target (determined by a lower speed value than its range value; see the pervious section).
The last of the mandatory elements is casting time. This is the time the character must spend preparing the spell and performing any optional aspects (such as rituals, concentration, and so forth). This time must be spent every time the character casts the spell. The casting time for a spell cannot be rushed. A magic user may perform no other actions while casting a spell, unless the cast time is three seconds (value of 3) or less. The minimum casting time is zero (one second). Unlike the other mandatory elements, casting time falls under the Negative Spell Total Modifiers.
Some Notes Regarding Casting Time: For a noncombat spell, or for a spell that will be built with charges (see the charges optional aspect), high casting times are good. The character can spend some time during or between adventures preparing and casting the spell and then release it using an activation. If a character attempts to cast a spell over several days or several weeks, the physical and mental strain will take their toll on the magic user. When performing a lengthy ritual, the caster must make a stamina roll against a difficulty of 5 increased by +2 for each day the character continues the casting time past the first day. The gamemaster may have the character roll each day, or once at the end. Failure of a stamina roll means that the character could not maintain the ritual or concentration, and the casting of the spell fails.
To this point, you have created a basic spell. It has a set effect, a set duration, and a set casting time. It may be used at any range up to the maximum and can only affect one specific target (person, tree, car, spot of ground, etc.). There are no other controls or modifications. If you don’t wish to go any further, add the Negative Spell Total Modifiers to the Spell Total and then divide the total by 2, rounding up. This is the difficulty to cast the spell. See “Final Spell Total” later in this chapter for restrictions on the Spell Total. Then decide which Magic skill is necessary to cast the spell. Write these last few things on the Spell Worksheet, and you’re done. Of course, there’s so much else you can do with the spell...
The caster may not care about having any options but without optional aspects, the spell is pretty limited. With all optional aspects, the caster must define exactly what that particular spell calls for. For those optional aspects that include a special roll (such as certain levels of gestures or incantations), the roll is made at the end of the casting time and it does not count as a multi-action, though the roll must be modified if the magic user is attempting some other, non-casting- related action in the round.
The effect of the spell travels out from a target. Add the area effect modifier to the Spell Total. Adjust the effect by -1 (pip, point of damage, etc.) per full meter for characters outside of ground zero (within a half-meter of the target). Compare the targeting roll of spell against the defense total of characters not at ground zero; those who have a defense total greater than the targeting roll managed to dive for cover or protect themselves from the effect.
Example: A spell with a damaging effect and an area effect with a four-meter radius would do the full damage to between zero and one-half meter from the target, one point less to characters between one-half and one meter, two points less to characters between one and two meters, and so on.
Two-dimensional circle (a few centimeters thick): +1 per half-meter radius.
Three-dimensional sphere (for explosions and 3D illusions): +5 per meter radius and +1 bonus to hit one target (bonus is applied to the same target). One alternate shape: +1 to area effect modifiers.
Several alternate shapes (specific one chosen at time of casting): +3 to area effect modifier.
Fluid shape (shape may change any time during spell’s duration): +6 to area effect modifier.
The caster can move the spell’s effect to a new target. Add the change target modifier to the Spell Total. Only spells with durations of 2.5 seconds or longer may include this modifier.
Changing a target requires a new targeting roll and, if done within the same round as the first targeting roll, incurs a multiaction penalty. If the old target moves out of range before a new one is acquired, the spell ends.
Change target: +5 per target (including first).
Change target with multi-target (multi-target aspect purchased separately): the change target modifier applies to each multi-target (ex., three change targets with four multi-targets is +60, or +5 x 3 changes x 4 targets).
The caster fixes the spell in his mind or in an object or another person. Add the charges modifier (see below for determining it) to the Spell Total. The caster needs spend the time to cast the spell only once, but if there is a targeting or activation skill or requirement, then this must be done each time. The charge goes off in the round it was activated.
Charges: Look up the number of charges as a measure on the “Spell Measures” table; the corresponding value is the cost of putting the charges in. (Round fractional measures down; minimum value of 1.)
Wards: If the charge is activated by a certain set of situations (specified at spell casting) — such a phrase, a condition, or a time limit — then the charge costs an additional 10% (round up). Should a specific skill be able to circumvent the ward, the reduction equals -1 for a difficulty of 20 and an additional -1 for each one point below the starting difficulty. (So a difficulty of 15 gives a reduction of -6.) Only spells that have a speed less than the range (and therefore take at least one round before the effect occurs) may include wards that skills can circumvent.
Example: A magic user decides to give his fireball spell five charges. This has a value of 4, which is the charge modifier. Should the mage decide to charge a door frame with the spell, requiring that anyone who passes through the door sets off the spell, the charge modifier becomes 5.
Type of Ritual | # of Actions | Modifier to SV |
Deep thought (eyes closed, not moving | 0 | 0 |
Simple Phrase (10 words or less) | 0 | -1 |
Simple Gesture (extending forefinger, pinky, & thumb) | 0 | -1 |
Complex Phrase (lengthy speech, speaking backwards; rhyming) | 0 | -2 |
Complex gesture (moving arms in a precise manner; dancing) | 1 or more | -3 |
Chanting | 1 or more | -3 |
Length of Ritual | Modifier to SV |
Less than a round | 0 |
One round | -1 |
Several rounds | -2 |
Number of rounds equal to Spell Value | -1/4 SV |
Several minutes | -1/3 SV |
Several hours | -1/2 SV |
Several days* | -2/3 SV |
Several weeks* | -3/4 SV |
*Note: If a hero attempts to perform a ritual over several days or several weeks, the physical and mental strain will take their toll on the hero. When performing a lengthy ritual, the hero must make a Physique roll against a difficulty of 1 increased by 1 for every 3 days the hero continues the ritual past the first.
The spell requires one or more items or needs to be done in a certain location in order for the effect to go off. The items or location should be representative of the spell’s effect. Use the accompanying table to determine the amount to add to the Negative Spell Total Modifiers.
The caster needs to devote his complete attention to the creation of the spell in order for it to work. The length of concentration must be equal to or less than the casting time. The minimum concentration time is 1.5 seconds. Concentration: Use the “Spell Measures” table to determine the corresponding value for the concentration time measure; divide this value by 3 (round up) to determine the amount to add to the Negative Spell Total Modifiers. Add the concentration modifier to 6 to get the willpower difficulty, which the character rolls at the end of the concentration time. If the character fails the willpower roll, the spell fails. A Critical Failure on the willpower roll indicates that the caster takes any feedback associated with the spell, even though it didn’t work.
Not using these Rules, using Wild Die for botched rolls. See Below:
The caster, a charge, or a ward requires that a word or phrase be said so that the spell will work. Use the accompanying tables to determine the modifier to the Spell Total. If there is a difficulty listed, the character must make an artist roll against that difficulty at the end of the casting time.
The caster can place the exact same spell on more than one target (but not the same target multiple times) without having to cast the spell separately for each target. Add the multiple targets modifier to the Spell Total. Each target must be within the spell’s range. If a targeting skill roll is required by the spell, using it on multiple targets is not considered a multi-action. If the difficulties to hit each target are within three points of each other, the caster need roll only once. If it’s greater than this, each target requires a separate targeting roll.
Multi-target: +3 per target (including first target; ex., three targets is +9).
Multi-target with area effect modifier (area effect aspect purchased separately): +6 per target (including first target; ex., three targets is +18).
When this optional aspect is used, it turns a heretofore real magic spell into an illusion. The effects are not real — they are just perceived as real. The spell’s effect is automatically believed unless a target or an observer actually states otherwise. Then, depending on the “Disbelief Difficulty” (see the accompanying table), the illusion may lose all of its effects. The easier an illusion is to disbelieve, the more the modifier is worth (the “Modifier Multiplier”). Since the effect is what is being tampered with, the spell effect’s value directly controls how much the modifier can be worth. Start with the spell effect’s value, determined way back in “Spell Effect’s Value.” Then, when you decide how hard it is for a character to disbelieve the illusion, multiply the effect’s value by the modifier multiplier. Round up. The resulting number is added to the Negative Spell Total Modifiers.
Example: You decide that your fireball with a damage of 10D, which has a value of 30, is an illusionary effect with a disbelief difficulty of 0. You multiply 30 by the Modifier Multiple of 0.75 for a result of 22.5 (rounds up to 23).
The guidelines for disbelief are as follows:
• Any player’s character can disbelieve at any time he sees a spell’s effect occur but, if the effect was used during a conflict round, this counts as an action.
• Gamemaster characters should only disbelieve when the gamemaster thinks it is appropriate, or when the character using the spell uses it quite often (and effectively).
• When a character disbelieves, he generates a Perception or investigation total. If the total is equal to or higher than the disbelief difficulty, he is successful. The spell has no affect on him whatsoever — it does not disappear, but any effects it had do not apply to him.
• If a character is encouraged to disbelieve by another character who has successfully disbelieved (and who he trusts or who can persuade him), he gains +4 to his Perception or investigation total.
• A character who has disbelieved a spell will not believe in the effect later if it comes from the same source in the same way. As one example, if the character disbelieves the effect of a particular wand of power, that wand of power will never be effective against him again, but he may or may not believe in other magical wands.
• The character who uses or creates the spell’s effect knows it is an illusion and can never be affected by its effect.
• The gamemaster can, and should, apply difficulty modifiers to the disbelief difficulty based on how believable (or ridiculous) the spell seems to be.
• In the event a character takes damage or suffers some sort of debilitating effect from an illusion that would, logically, disappear after he disbelieves the illusion, it does. Example: If a character falls into a “trap” and takes damage from falling, and then finds out the whole pit was an illusion, he’ll be healthy. But, a character who is “killed” by an illusion is dead unless another character, who does not believe the illusion can, first, perform a medicine total equal to 21 and then, second, help him disbelieve the illusion. This has to be done within a number of hours equal to three times the character’s Perception attribute — otherwise, he slips into an irreversible coma and dies.
Warning: do not overuse this modifier. Once the players are clued into what the gamemaster is doing, she’ll never get another illusionary spell through on them. The best way to use this is to have a nasty gamemaster character mage research a number of spells two ways, as both “real” effect and “unreal.” He then casts the illusionary versions (with the lower difficulty number) until someone figures out they’re not real. Then, just for fun, he switches. Imagine the look on the player’s faces when their characters charge through the “illusionary” wall of fiery death and find out it’s a bit more substantial than they first thought. It’ll drive them nuts.
There are a few things to remember when casting unreal effects. The spell does not affect the caster. He knows it’s illusionary. So a character can’t make an unreal bridge over a ravine and walk across it. Using the same example, if someone other than the caster believed in the bridge, they could walk across it, maybe. They would unconsciously use any means at their disposal to cross the chasm without realizing it. If they couldn’t locate a way, they would find some reason that they could not cross the bridge. An illusionary bridge doesn’t allow people to walk on air, nor can it cause people to jump off a cliff and die without realizing it.
The caster may turn on and off the spell as many times as desired before the duration expires. Add the variable duration modifier to the Spell Total. The duration lasts from the time the spell is cast until the duration time is up, regardless of the number of times or how long the spell is turned on or off.
Off-only: +4.
On/off switch: +8.
Extended duration (separate from off-only and switch; extended duration time measure — not value — added at spell casting if desired): +1 per time value (example: a spell with a base duration of 60 seconds, which has a time value of 9; to add another 60 seconds is +9).
The caster may change the amount of the spell’s effect when he casts the spell. Add the variable effect modifier to the Spell Total. Raising and lowering the effect’s amount (die code or bonus) add to the Spell Total separately. Be sure to specify in the spell’s description the maximum or minimum effect. If the spell has multiple effects, each variable effect must be purchased separately for each effect (though not all effects need have the same variable effect aspect, if they have it at all).
Variable effect: +1 for every pip or point per direction per effect. (There are three pips in one die.)
The caster can control the movement of the spell’s effect. Add the variable movement modifier to the Spell Total. Accuracy bonus: +2 for each +1 bonus to the targeting skill total.
Bending: +1 to bend around obstacles smaller than the target; +3 to bend around obstacles the same size or smaller than the target; +5 to send the spell after a target the caster can’t see but the caster gets a +4D (+12) modifier to the targeting difficulty.
Movement of effect: To move a spell associated with a target (such as a flight or telekinesis spell), or to make an otherwise stationary effect move (such as an illusion), the spell needs this optional aspect. Determine the desired speed measure (in meters per round) and its corresponding value on the “Spell Measures” table and add 1 to it; this is the cost of the movement of effect aspect.
A spell might involve an expansion of its effect not related to one of the other aspects presented herein. Use the accompanying table to decide how much the alterant changes the spell and add the related modifier to the Spell Total.
There might be other circumstances the spell requires in order to work. Compare the condition concept to the accompanying table to determine the amount to add to the Negative Spell Total Modifiers.
Final Spell Total and Spell Difficulty
Once you have determined all of the factors involved with casting the spell, add the Negative Spell Total Modifiers to the Spell Total to get the Final Spell Total. Then divide the Final Spell Total by 2, rounding up. This is the difficulty the caster must meet or beat with the appropriate Magic skill. Minimum Spell Total Negative Spell Total modifiers may not reduce the positive Spell Total to lower than 20 for most spells, making the spell difficulty no less than 10.
Cantrips, also known as glamours, are small, simple, everyday spells. They may have maximum Final Spell Totals of 10 and minimum difficulties of 2. Their duration values must be 9 (one minute) or less and their casting values must be 4 (one round) or less. Cantrips may not have the following optional aspects: change target, charges, community, focused, or variable effect. Components may only be of the ordinary, very common, or common variety, though, if the player can make a good case for it, the gamemaster may allow a component of a higher level that is not destroyed to be used (such as a personal staff or ring). Gestures and incantations may offer no more than a -2 modifier each, and no cantrip may have more than one of each. Modifiers from the generic “other aspects” category may offer no more than a -1 adjustment. Design Time A player who learns this magic system can probably come up with a basic spell in a matter of minutes. The gamemaster can review it quickly, and it can be used right away.
Well, not exactly. The character has to spend time working out the spell, too. He has to experiment, do trial and error, and come up with the effect — or risk blowing himself up. The amount of time it takes to design a spell has nothing to do with the amount of time it takes to cast it. To figure out the base design time, look up the spell difficulty in the “Val.” column of the “Spell Measures” table. Read across to the “Measures” column to determine the number of seconds that the spell takes to design. (Divide this number by 5 to get the number of rounds, or 60 to get the number of minutes, or 3600 to get the number of hours.)
Design times of less than five seconds round up to five seconds. The character may rush the design, but this increases the difficulty (not the Final Spell Total) of casting the spell. The minimum design time that may be rushed is 10 seconds. The difficulty increases depending on how much less time the character puts into the task: +5 for 25% less time, +10 for 50% less time, and +20 for 75% less time. A character may not perform any task in less than 75% of the normally needed time. Thus, to rush an hour-long design time into 30 minutes, the difficulty increases by +10. Taking any other actions while designing the spell increases the amount of time to make it. Usually, it takes twice as long, but gamemasters should adjust this up or down, depending on the circumstances of the distraction. Characters remaking a spell they previously designed or working from spell in a book or on a scroll can cut their time in half, though the design time minimum of five seconds still applies. There is no roll to design a spell, though there certainly could be an adventure in finding the right components or the perfect location to cast the spell.
Spells also have the following attributes added:
Potency=How tough it is to dispel the spell, Base potency is the Difficulty number, to increase this costs +3 pts per 1 point of Potency.
Path of Magic= What path of magic does the spell come from. If you don't have this path then you can't use it.
PKE cost=How much PKE or “Manna” does the spell cost. (Difficulty/2 rounded up)
Backlash or Feedback
When a Magi tries to channel a lot of energy and gets a critical failure, then roll on the following chart for the effect
Roll | Effect |
1 | PKE/Manna Reserve at 0 |
2 | -3 Initiative |
3 | Look Twice as old, hair starts to go Gray |
4 | PKE/Manna Reserve at ½ or Disfigured |
5 | Character is Wounded |
6 | Roll 2 more times...gonna feel it in the morning... |
Or roll on the charts below:
If you are converting spells that have a level attached to them use the following chart for determining base spell effect numbers.
Spell Level | Difficulty | Base Spell Effect |
1-3 | Very Easy | 1–5 |
4-6 | Easy | 6–10 |
7-9 | Moderate | 11–15 |
10-12 | Difficult | 16–20 |
13-14 | Very Difficult | 21–25 |
15 | Heroic | 26–30 |
Legendary | Legendary | 31+ |
Per Level Increases
When a spell increases an aspect with each level of the caster, it will increase the spell value by 20 for each aspect that increases with level.
Limitations
When a spell has certain Limitations to its effects, such as certain materials, types of attacks, weather conditions, etc. use the following chart
Limitation | Value |
Darkness | 20 |
Vs. Energy only | 30 |
Vs. Physical only | 20 |
Water | 20 |
Only Under Full Moon | 40 |
On a certain Plane/Planet | 30 |
In Ley Line Nexus | 10 |
Magical weapons are only effective | 20 |
Schools of Magic Translation Chart
School | Path |
Abjuration | Wards |
Conjuration | Conjuration |
Divination | Divination |
Enchantment/Charm | Alteration |
Evocation | Evocation |
Illusion | Illusion |
Necromancy | Necromancy |
Transmutation | Alteration |