Spell & Object Creation

Spells are what Sorcerors use to invoke magical effects. Objects are what artificers use to imbue with magical effects, and then invoke the object later on.

Spells and objects begin at a default of TN 9.

You may increase the magnitude, duration, range, area, or targets of a spell or object for additional TN.

Spell and object creation is intended to be rather fast and loose. Have fun with it, and try and imagine the spell or object you want before you get too bogged down in the details.


EFFECTS


You gain effects through classes, adventures, or other sources. At the beginning of the game you will have a limited number of effects. You may also attempt to "research" effects that you come up with in the time in-between sessions, for which we will make checks in game.

Players can come up with their own effects at the GM's approval. Players are also given the option to take effects from the list below.

You may pick 1 Effect for every Source you have that's at least 2 or greater at chargen. You will get additional Effects through play.

Spells can have multiple effects: every additional effect costs +3 TN. Effects, however, are independently improved along the progression track (Duration, Magnitude, Area, Range, Targets).

EFFECT SPECIALTY

Players may start with one Effect Specialty: with that effect, they gain a +3 on Sorcery casting rolls and Artificing object creation checks as long as they consider it their specialty. Specialties can be switched later on.

In addition, players gain a Cantrip effect that is free to use for their specialty effect only. Additional effects that you are not specialized in have no cantrip.


EXAMPLE EFFECTS


It should be noted that elemental effects are a starting choice for any source, but I didn't put them here because I considered it redundant. If you wish to spew fire, lightning, acid, or any other classical method of dealing damage in fantasy settings, simply consider it more or less equivalent to the Planar spell example.

Spells can have multiple effects; The final TN of the combined-effect spell is the TN for the most powerful effect, plus 3 for every additional effect.

Materials

Maximum TN: 12 + Materials Source

Shadow
This effect conceals light in an area or on a person to make them more stealthy. Can also be used to trick people, by changing lighting, concealing objects in the environment, or the like. Can only lower the existing level of light, not increase it. Default 5 rounds or a minute before it fades.

Cantrip, if specialty: You can more easily hide and alter the lighting in small areas or on small objects. You can also easily visually hide objects on your person.

Growth
This spell rapidly grows, for a few seconds, whatever it targets. If it hits stone, rock formations jut out from the site. If it hits organic matter, it grows wildly. Living beings hit by the spell have a chance to resist with a Wisdom check; TN is the spell's TN. The changes melt off and disappear after 5 rounds/1m.

Cantrip, if specialty: You can run slightly faster, jump slightly higher, and reach slightly farther. You can reach and squeeze into in small spaces, grab objects up higher than most, and swim and climb more easily.

Toxic
Creates a nasty liquid up to 10(+)m away that, on touch, can poison any living organism. Damages any Attribute of the spell creator's choice. It can also linger on door handles and in drinks, and is effective when "placed", and the effects also linger, for up to 5 hours or an entire encounter. Damage is recovered by rest and relaxation.

Cantrip, if specialty: You can spoil food, dissolve small objects, and melt through small amounts of metal easily as long as it's mundane (locks, hinges, small weapons, tools).

Innate

Maximum TN: 9 + Innate Source

Telekinesis
The caster can levitate, move, and manipulate move a single object(+) up to 10(+)m away for as long as you can maintain concentration on the spell. Instead of "Area", this effect has a descriptive weight limit results in a 0/1/2/3… normal integer Magnitude track for Athleticism damage done with dropping something at your maximum weight from any significant height. You can move objects slowly and then progressively faster; this results in a 0/1/2/3… normal integer Magnitude track for Athleticism damage done with striking someone with objects at that speed. Note that with a TN 9 Telekinesis spell, you cannot move objects quickly enough or enough weight to do ability damage (because it starts at 0). However, these two damage tracks move at the same time, meaning you only have to increase TN by 3 to move along each track jointly.

Cantrip, if specialty: Slow telekinesis of objects that are small enough to fit in your pocket and the like is easy unless you are distracted or under pressure.

Apparition
This makes visual effects exist where they otherwise would not, but doesn't create anything that has a solid form. The illusion is physically present, that is to say, it's audible/visible to everyone there to see or hear it. Default 10/5m duration.

Cantrip, if specialty: You can change your appearance easily in minor ways, and look different and unrecognizable to different people as long as you can maintain concentration.

Flight
This gives sapient creature(s) only the limited ability to fly and hover for as long as the caster can concentrate on the spell. Instead of "Area/Range", the flight altitude increases in a 0/1/2/3… normal integer Magnitude track for Athleticism damage done with falling or dropping objects from that height. The flight speed progresses in a 0/1/2/3… normal integer Magnitude track for Athleticism damage done with striking someone while moving this quickly.

Cantrip, if specialty: You can "hover" a millimetre above the ground when you can concentrate; avoid stepping in puddles, dog shit, etc. You also wouldn't trigger pressure traps or leave footprints.

Planar

No maximum TN.

(Work with your GM on these to suit the Plane you've chosen)

Here's an example:

[Elemental Plane of Fire]

Flame
Opens up a orb-shaped rift into the Plane of Fire and spews forth it's flame. Does Athleticism damage with a starting Magnitude of 1. Suffers the limits of being made of fire, including can be snuffed out, doused with a liquid, etc.

Cantrip, if specialty: any minor source of lighting that needs to be lit, like a campfire, torch, candles, etc. You can light easily and quickly. You can also produce warmth when you need it. However, even when using Planar magic as a cantrip, roll 2d6: on snake eyes, "Planar Anomalies" occurs.


DURATION, MAGNITUDE, RANGE, AREA, AND TARGETS


Not all of these apply to every spell.

Duration
Most spells to which Duration will apply have a default duration. It costs +3 TN to double that, and you can take that TN increase cumulatively (+6 for quadruple, etc). Making spells "permanent" is something only spoken of in legend.

Innate spells have double duration. This is already factored into the default starting effects.

Magnitude
Default Magnitude effects, such as ability score damage, curses, and blessings starts at 1.
+3 TN (base) for every 1 point of power thereafter.

Spells from effects that would normally do damage but are harmless, intending to only scare the enemy, are -1 TN (Except for Planar spells).

Planar spells with a numerical effect have a mandatory 2 base effect with a TN of 9 that it takes +3 TN to reduce to 1 or increase to 4. Every +2 points of effect thereafter is +3 TN.
NOTE: This also means that descriptive spells must be at least 12 TN to have a very subtle or minor effect, when using Planar magic, due to the difficulty to control such magic.

Range
Default range for most effects is ~10 meters.
+3 TN (base) to double that to 20 meters. +6 for 40, and so on.
Touch spells (or cast on self spells) are -1 TN.

Planar spells start with a 20m range at TN 9.

Area
Default area is none, single target.
+3 TN to have an area of a sphere or circle with approximately 10m radius.
+3 TN for every time you double that.

Planar spells start with a 20m radius at TN 9.

Targets
Default targets is one.
+3 TN (base) for two targets.
+3 TN (base) for every time you double that.

Materials spells pay +3 TN for three targets and triple their targets with every +3 TN.


ARTIFICING


Artificing works like creating a spell, except you roll an Artificing check to create the object with the same effect(s) as a spell at the creation of the object, and don't need to roll Artificing to use it thereafter.

To create a new potion, item, piece of equipment, or tool, Artificers make an Artificing check as a modifier against a Target Number that is equal to a similar Spell that a Sorceror would use. Artificers must land within their [Artificing skill] range of the "spell" TN in order to successfully create the object, with a too-high result considered a failure, just as a too-low result. Artificers can choose to use a lower Artificing modifier in order to target a weaker object.

Artifacts can use multiple effects for one single "use" just like spells. The final creation TN of the combined-effect use is the TN for the most powerful effect, plus 3 for every additional effect.

Objects that can be used for multiple "uses" independently simply must succeed one creation check for every use the artificer desires the artifact to have. In addition, total spell count of one object is capped at the Artificing Method skill of the wizard, minus one (minimum one).

Artificers can enhance existing reusable objects this way with multiple abilities as well. Note that an object with multiple independent abilities counts as multiple objects for inventory purposes. Remember the maximum artificing objects you can carry at once is the higher of either your Memory or your Athleticism.

Example: A wand that shoots fire and ice at the same time counts as a single object. A wand that can shoot either ice, or fire, counts as two, though it probaby has a lower creation TN. Upgrading the wand to shoot electricity as a choice as well would require an Artificing skill of at least 4, and it would take up three inventory slots.

Artificers can also make the existing use on an object more powerful, and this is done by simply succeeding a check as if creating a new object, with the Target Number reduced by 1. (Players do not get this TN reduction for adding a new use.) In this way, artificers can steadily make their objects more powerful. However, If the check to improve an object fails, the object can be effectively destroyed. In addition, the maximum TN of the object still applies; you can only improve an object to a spellpower worth your maximum TN found in the rules; based on your Source (If you're using Planar source there's no maximum TN).

The maximum target number that the Artificer can target is determined by the magical Source. In addition, Artificers can only create one object (or group of objects, for Materials artificers creating expendables), per day. "Consumable" objects successfully created assume that the wizard succeeds in remaking them between encounters automatically; there is no mechanical difference between a flask that spews a fireball and a wand with limited charges per day, for Materials wizards.

Using an artifact requires a check of a suitable Attribute, chosen by the artificer ahead of time, with a target number heavily depending on the environment, but typically 9 for unimpeded use. Artifact use can be silent depending on the artifact and the situation.

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