Sunday, August 24, 2025

New Techniques

 Some custom techniques. Some were inspired by D&D 4e, others by necessity (I felt the need for a way to have move and attack without the 9 skill limitation, hence Controlled Charge and Dynamic Attack). I've also added my own dual attack house rule which comes with a technique.

New Techniques

Houserule: There are no (Hard) techniques. All techniques are average.

Reminder: Unarmed combat skills (Brawling, Boxing and Karate) are also melee weapon skills.

 

  

Power Attack

Defaults: Pre-requisite Skill -4

Pre-Requisites: Any Weapon skill.

Max: Pre-requisite Skill -1

This is an attack where you sacrifice accuracy for power. Roll against Power Attack to Hit. If the attack succeeds, deal damage as usual but add +2 or +1 per die, whichever is better.

 

Tide of Iron (revised)

This is combination of a regular weapon attack to the torso with the Shield Shove.

Defaults: Combination (weapon/torso + Shield Shove/Torso) Weapon Skill-6+Shield Shove -6

*Combinations are bought as regular hard Techniques but you spend 1 extra point per attack involved in the combination.

 

Shield Shove

Defaults: Shield -1

Pre-Requisites: Shield Skill.

Max: Pre-requisite Skill

You can shove with a shield, works like a normal shove but you add the Shield DB to the roll.

  

Cleave

Defaults: Pre-requisite Skill -4 (-1 if you have Trained by a Master or Weapon Master)

Pre-Requisites: Any melee weapon skill.

Max: Pre-requisite Skill.

Strike + Extra Attack (-6) + reduced damage (+2), + Limited Arc (+1), roll once (-1).

You attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Make a Cleaving Strike roll. Each opponent may attempt a defense separately. If one of them parries or blocks the attack, the technique fails instantly. Otherwise, if you hit one or both of them, deal regular weapon damage -1 against whomever you hit.

 

Controlled Charge

Defaults: Pre-requisite Skill -5

Pre-Requisites: Any melee weapon skill

Max: Pre-requisite Skill.

Strike + Move and Attack (-4 max 9) + remove the max 9 (-1) + remove the "can't retreat" (-1), remove the can't parry (-1), -1 dmg (+2),

A calculated charge that doesn't leave you open. You may make the Move and Attack Manoeuvre, but you roll Controlled Charge and your skill isn't limited to 9, nor  are you impeded from retreating or parrying with the weapon used on the attack. If you are attacked in the middle of the move (for example, a stop thrust) and you choose to parry or block the attack, after the parry/block you stop moving. If you can still reach the enemy you may make your attack as normal. Those hit take your weapon damage -1.

 

Dynamic Attack

Defaults: Pre-requisite -6

Pre-Requisites: Any melee weapon skill.

Max: Pre-requisite Skill.

Strike + Acrobatic Attack (-4 max 9) + remove the max 9 (-1) + remove the "can't retreat" (-1), remove the can't parry (-1), follow-up depends on a skill check (+1)

You perform an acrobatic stunt before attacking, like swinging on a chandelier and delivering a kick. You may make the Move and Attack Maneuver, but you must make during the movement a Balancing, Climbing, Jumping or Swinging physical feat, with a check at -2. If you succeed, you may make an attack as a regular move and attack maneuver but roll Dynamic Attack and your skill isn't limited to 9, nor are you impeded from retreating or parrying with the weapon used on the attack. If you are attacked in the middle of the move (for example, a stop thrust) and you choose to parry or block the attack, after the parry/block you stop moving. If you can still reach the enemy you may make your attack as normal. Note that the result of a Dynamic Attack might give bonuses, like attacking from above for the "swing on a chandelier" example.

 

Glowering Threat

Defaults: Intimidate -5

Pre-Requisites: At least ST 14, or you just don't look threatening enough.

Max: Pre-requisite Skill.

You unleash a massive amount of killing intent against an entire group of enemies, getting the attention of everyone that can see you. Make a quick contest of glowering threat vs the highest will of every enemy on your frontal arc that is turned towards you. If you succeed, all enemies act as per the Taunt and Bluster rules.

 

Five Storms

Defaults: Pre-requisite Skill -8

Pre-Requisites: Any melee weapon skill, Weapon Master or Trained by a Master, a weapon with reach 1.

Max: Pre-requisite Skill.

-1 dmg (+2), Torso Only (+2), 5 extra attacks (-15), Extra success roll (+1), 2 FP cost (+2)

You either slam the ground or you slice the air in front of you, either way you create a shockwave that damages enemies in front of you. Spend 2 FP, then pick a Hex within reach and make a Ground Slam/Wide Swing attack. If you succeed, you hit everything (except for yourself) on that hex, and you can make another Ground Slam/Wide Swing roll attack against the 5 hexes around the initial hex except for the one directly before the hex (so yours if you hit the hex in front of you). All those hit take your weapon damage -1.

 

Dire Sweep

Defaults: Any melee weapon skill -5

Pre-Requisites: Any melee weapon skill.

Max: Pre-requisite Skill.

You sweep the opponents legs with extra force, dealing normal damage. Works like a sweep in every way except you also deal damage to one of the legs.

 

Biting Wind

Defaults: Melee Weapon Skill -4

Pre-Requisites: Any melee weapon skill, Weapon Master or Trained by a Master.

Max: Pre-requisite Skill.

Attack and Move (-4), Remove max of 9 (-1), no -2 to incidental rolls (-1), remove the inability to use parry (-1), -1 dmg (+2), 1 FP cost (+1)

Make a move and attack, but you may attack at any point in the move, rolling against Through Strike (without the max of 9), and then you continue moving up to your full move through the enemy (you may make an Evasion check without the typical -2 to incidental rolls of move and attack, if the enemy is still alive). Afterwards, you suffer all the side-effects of making a move an attack, but you are still able to parry with the weapon used. Those hit take your weapon damage -1.

 

Attacks on the Run

Defaults: Weapon Skill -8

Pre-Requisites: A Melee Weapon skill, you must be dual-wielding, Weapon Master or Trained by a Master.

Max: Pre-requisite Skill -1.

Attack and Move (-4), Remove max of 9 (-1), no -2 to incidental rolls (-1), remove the inability to use parry (-1), Extra Damage +1/die (-4), 1 atk for 2 hits (-2), 4FP cost (+4),

Without breaking stride, you make two attacks against a single foe or two different targets. Roll against Attacks on the Run to Hit. If the attack succeeds, deal weapon damage twice, and add +2 or +1 per die, whichever is better.

 

Spell-Archery (Wildcard)

Default: The lower of Thaumatology -4 or any ranged weapon skill -4.

Pre-Requisites: Thaumatology and any ranged weapon skill.

Wildcard Technique: Each point costs x3.

Max: Thaumatology -1 or ranged weapon skill -1

Cast your Wizardry, Divine or Sorcery spell normally, increase the cost by 2. This allows you to put any spell into a prepared projectile. Once you shoot the projectile, using normal rules for shooting, and doing damage as normal, the spell goes off per Follow-up (B.105).

 

Dual Wielding House Rules

 Dual-Weapon Attack* is no longer an attack option. Instead, Rapid strike has a reduced penalty when used to make an attack with two different ready weapons, a penalty of -4 instead of -6, plus the usual penalty of -4 for making an attack with an off-hand weapon (for a total of -4 with the first attack and -8 with the second), but you may negate this penalty the usual ways (ambidexterity or off-hand weapon training perk). Weapon Master or Trained by a Master halves these penalties as usual.
 This option is allowed for two unarmed attacks with different limbs. Note that unarmed attacks don't have the off-hand penalty.
*The Dual-Weapon Attack Technique still exists, but has been changed, see below.

 

Dual-Weapon Attack Technique

Defaults: Pre-requisite Skill -4 or Pre-requisite Skill -2 if you have Weapon Master or Trained by a Master.

Pre-Requisites: Any one-handed weapon skill.

Max: Pre-requisite Skill, or Pre-requisite Skill +2 if you have Weapon Master or Trained by a Master.

Rapid Strike with two weapons is normally -4. This technique lets you “buy off” that penalty. (Note that you must still have the Off-Hand Weapon Training perk or ambidexterity, to reduce the -4 for using the “off” hand!).

 

Sunday, August 10, 2025

Protection and Warning Spells

 

Protection and Warning Spells

==========

Protection from Energy

    Full Cost: 8+1/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1

    Casting Time: 1

    Range: Touch

    Duration: 1 min

Makes the skin of a target you touch become more resistant against a specific Damage Type. Target receives DR 1 (Tough Skin) per level against one damage type.

Affliction [10], Protection from energy (+10%), Wizardly Magic (-30%)D&D Magic (-30%)Touch Spell (-55%)Cost Fatigue 1 (-10%)Buff (+100%); Reduced Duration 1/3 (-10%);

Protection from energy is Damage Resistance 1 [10](Limited, 1 damage type, -40%; Magical -10%, Tough Skin -40%) 5*(1-0.8)=1.0

10-30-30-55-10+100-10=-25

10*(1-0.25)=7.5

==========

Fey Sight

    Full Cost: 13
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1

    Casting Time: 1sec

    Range: self

    Duration: 3 minutes

A whispered prayer brings forth a swirling silver light in the eyes of you and your allies, granting you supernatural vision. You and all allies within 2 yards gain +2 to Vision and Night Vision 5.

 

Affliction [10], Fey Sight (+90%), Divine Magic (-30%)D&D Magic (-30%)Self Buff: Buff (10pts): (-50%) Area of Effect 2y (+50%), Selective Area (+20%), Emanation (-20%)

Fey Sight is Vision +2 [4] and Night Vision 5 [5]

90-30-30-50+50+20-20=30

10+(10*30%)=13

==========

Shield

    Full Cost: 4+4/level (max 4)
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1 FP

    Casting Time: Instant.

    Range: Self

    Duration: 1 sec.

You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks. When you are attacked and can make an active defense, you may cast this spell without spending any time to gain a bonus to your parry and dodge equal to the level of this spell.

 

Shield is (+1 to dodge, +1 to parry) [20]; Wizardly Magic (-30%), D&D Magic (-30%), Requires Skill roll (-10%), Cost Fatigue 1, per second (-10%).

 

-30-30-10-10=-80

20+(20*-80%)=4 

==========

Shield of Faith

    Full 29Cost: +29/level (max 3)
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1 sec.

    Range: Self

    Duration: 1 minute.

A gleaming shield of divine energy appears over you, granting you and nearby allies protection against attacks. You and all creatures you choose within 2 yards gain a bonus to their active defenses equal to the level of this spell.

 

Shield of Faith is +1 to active defenses [30]; Divine Magic (-30%), D&D Magic (-30%), Requires Skill roll (-10%), Cost Fatigue 1 (-5%), Area Effect, 2y (+50%), Selective Area (+20%)

 

-30-30-10-5+50+20=-5

30+(30*-5%)=28.5

==========

Aegis of Shielding

    Full Cost: 5*(10)
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1 sec

    Range: 10y.

    Duration: 1 Minute.

You create an arcane link between you and an enemy, allowing you to blunt its attacks against your allies. When you cast the spell, select one target. For the duration, whenever that target makes an attack against one of yourallies, you may make an active defense against that attack, based on your Thaumatology skill/2+3. If you succeed, your ally gains cover DR10 against that attack.

 

Aegis of Shielding is Damage Resistance 10 with Force Field (+20%), Accessibility: Only against attacks of one enemy. (-20%), Accessibility: Cannot use on self (-50%), Directional (Frontal, -20%), and Active Defense (-40%), Ranged (+40%), Based on Different Attribute, Own Roll (+20%), Wizardly Magic (-30%), D&D Magic (-30%), Increased 1/2D, 5x, +10%; Reduced Range, 1/10, -30%, Cost Fatigue 1 (-5%).

 

20-20-50-20-40+40+20-30-30+10-30-5=-135

50+(50*-80%)=10

10+(10*-55%)=4.5

==========

Friday, August 8, 2025

Mind Control Spells

New Damage Type:
Psychic (-10%)
: Toxic, Accessibility, Only on sapient beings, -10%.

Mind Control

Charm of Misplaced Wrath

Keywords: Resisted (Will).

Full Cost: 2*(10)
Casting Roll: Skill.

Components: V.

Cost: 1 FP.

Casting Time: 1 second.

Range: 10 yards

Duration: 1 second.

You order the target to make one attack on his next turn against a creature you choose. If the creature is too far to reach in one round, the target will walk as far as possible, and then the spell will end.

 

Mind Control [50]. Accessibility, Only on sapient beings, -10%, Accessibility: Only one type of Command -40%; Cannot concentrate to extend duration, -10%; Fixed Duration, +0%Reduced Duration, 1/180, -40%, Range Limit -30%, Wizardly Magic (-30%), Requires Magic Words, -10%, Magical/Divine, -10%, .

-10-40-10-40-30-30-20=-180

50-(50*80%)=10

--------------------------------------------

Mental Stun

Keywords: Resisted (Will).

Full Cost: 14 points.

Casting Roll: Skill.

Range: 10.

Cost: 2fp

Duration: Instantaneous.

The subject is physically stunned (p. B420) and must roll vs. HT each second to recover.

Statistics: Affliction 1 [10], HT; Malediction 1, +100%; Based on Different Attribute, Own Roll (+20%). Wizardly Magic (-30%) D&D Magic (-30%) Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Based on Different Attribute (+20%)


100+20-30-30-30-10+20=40

10+(10*40%)=14

--------------------------------------------

Sleep

Keywords: Resisted (Will).

Full Cost: 39 points.

Casting Roll: Skill.

Range: 10.

Cost: 2fp

Duration: 3 minutes.

All creatures within the 4 yard area fall asleep for 3 minutes. After being awoken, they are mentally stunned as per the usual rules.

Statistics: Affliction 1 [10], HT; Malediction 1, +100%; Sleep (+150%), Fixed Time (+0%), Area (+100%) Based on Different Attribute, Own Roll (+20%). Wizardly Magic (-30%) D&D Magic (-30%) Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Based on Different Attribute (+20%)


100+150+100+20-30-30-30-10+20=290

10+(10*290%)=39

--------------------------------------------

Horrid Whispers

Keywords: Resisted (Will).

Full Cost: 23 points.

Casting Roll: Skill.

Range: 10.

Cost: 2fp

Duration: Instantaneous.

Targets in a 2 yard area are afflicted with -3 basic move, -1 to DX-based and IQ-based skills as they are distracted by dreadful noises and mental hallucinations.

Statistics: Affliction 1 [10], HT; Horrid Whispers (+40%); Malediction 1, +100%; Based on Different Attribute, Own Roll (+20%). Wizardly Magic (-30%) D&D Magic (-30%) Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Based on Different Attribute (+20%), Area, 2y (+50%)

Disadvantage Horrid Whispers -40  (-3 basic speed [-15], -1 DX [-20], +0.25 speed [+5], -1 IQ [-20], +1 Perception [+5], +1 Will [+5])

40+100+20-30-30-30-10+20+50=130

10+(10*130%)=23

--------------------------------------------

Nightmare Eruption

Keywords: Resisted (Will).

Full Cost: 7

Casting Roll: Skill.

Components: V, S.

Cost: 1FP

Casting Time: 1sec

Range: Equal to Will, uses spell modifiers.

Duration: Instant

You attack the target's mind directly, causing nightmares that damage his psych. Do single target toxic damage at -2 per die.

 

Natural Attack toxic (4),Wizardly Magic (-30%), D&D Magic (-40%), Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage II (-60%); Malediction (+100%), Psychic (-10%).

5+(5*30%)=6.5

-30-40+70-60+100-10=30

--------------------------------------------

Beguiling Strands

Keywords: Resisted (Will).

Full Cost: 10
Casting Roll: Skill.

Components: V.

Cost: 1 FP.

Casting Time: 1 second.

Range: 5 yards

Duration: 1 second.

You deal damage directly to the mind of all targets within a 5 yards long and 5 yard wide cone, and for an instant you are able to order their confused mind to move in one direction. Deal 1d6 toxic damage, and you may give each target a mental order to move in a specific direction. The target will spend their next action to move in that direction.

 

Innate Attack, Toxic [4]. Psychic (-10%), Malediction (+100%), Range 5 yards - Malediction (-40%),

Wizardly Magic (-30%), D&D Magic (-30%), Based on Different Attribute (+20%), Based on Different Attribute, Own Roll (+20%), Cost Fatigue 1 (-5%), Area of Effect Cone 5y (+100%), Side Effect, Forced to Walk (100%), Accessibility: Only one type of Command (-40%), Reduced Duration 1 sec (-40%)

Forced to walk [-50]: Slave Mentality [-40], Reprogrammable [-10].

 

-10+100-40-30-30+20+20-5+100+100-40-40=145

4+(4*145%)=9.8

--------------------------------------------

Tuesday, August 5, 2025

Body Control Spells

 

Body Control Spells

==========

Bone Chill

    Full Cost: 13
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: Equal to Will

    Duration: 1 Sec

You sap the vitality of a single living or formerly living creature from afar. Use Innate Attack to hit, applying normal range penalties. Deal single target toxic damage -1 per dice with Armor Divisor 10, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If any damage passes through DR the target must make an HT check at -1 per 2 penetrating damage taken or become unable to heal for 1 second.

 

Natural Attack Toxic (4),Wizardly Magic (-30%), D&D Magic (-40%). Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%), Accessibility - Living or Formerly Living (0%), Side Effect, Unhealing, Total for 1 second (+50%+30%-40%)Lesser Damage I (-30%), Armor Divisor 10 (+200%)

-40-30+70-5+50+30-40-30+200=205

4+(4*205 %)=12.2  

==========

Circle of Death

    Full Cost: 14
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: Equal to Will

    Duration: 1 Sec

You sap the vitality of a group of living or formerly living creature from afar. Use Innate Attack to hit, applying normal range penalties. Deal area target toxic damage -1 per dice with Armor Divisor 10 to all targets within 2 yards of the target hex, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. If any damage passes through DR the target must make an HT check at -1 per 2 penetrating damage taken or become unable to heal for 1 second.

 

Natural Attack Toxic (4),Wizardly Magic (-30%), D&D Magic (-40%).Ranged Area of Effect Spell Damage (+50%), Cost Fatigue 1 (-5%), Accessibility - Living or Formerly Living (0%), Side Effect, Unhealing, Total for 1 second (+50%+30%-40%)Lesser Damage I (-30%), Armor Divisor 10 (+200%), Area of Effect 2y (+50%)

-40-30+50-5+50+30-40-30+200+50=235

4+(4*235%)=13.4

=============

Bull's ST, Mass

    Full Cost: 25 pts +5/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

Select a 4 yard area. Any creatures you select in the area have an increase in their ST by 1 per level of this spell for 1 minute. This affects damage, Basic Lift, but does not affect HP.
 

Buff (10pts): (+100%), Advantage Bull's ST (50%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Bull's ST [5] (ST [8], -1HP[2], magical -10%)

 

10+(10*150%)=25

100+50-30-30-30-10+100+20-10-10=150

=============

Bull's ST

    Full Cost: 15pts +5/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 1 Minute

You increase the subject’s ST by 1 per level of this spell for 1 minute. This affects damage, Basic Lift, but does not affect HP.
 

Buff (10pts): (+100%), Advantage Bull's ST (50%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 1 (-5%), Reduced Duration 1/3 (-10%),

Advantage: Bull's ST [5] (ST [8], -1HP[2], magical -10%)

 

10+(10*45%)=14.5 

100+50-30-30-30-5-10=45

=============

Bull's ST, Self

    Full Cost: 2pts +5/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: Sef.

    Duration: 1 Minute

You have an increase in your ST by 1 per level of this spell for 1 minute. This affects damage, Basic Lift, but does not affect HP.
 

Self Buff (10pts) (-50%): Advantage Bull's ST (50%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-5%) Touch Spell (-55%), Reduced Duration, 1/20, (-25%)

Advantage: Bull's ST [5] (ST [8], -1HP[2], magical -10%)

 

10+(10*-80%)=2      

-50%+50-30-30-5-55-25=-95.5  

=============

Cat's DX, Mass

    Full Cost: 35 pts +15/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

Select a 4 yard area. Any creatures you select in the area have an increase in their DX by 1 per level of this spell for 1 minute. This does not affect Speed!
 

Buff (10pts): (+100%), Advantage Cat's DX (150%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Cat's DX [15] (DX [20], -0.25 Speed [-5], magical -10%)

 

10+(10*250 %)=35

100+150-30-30-30-10+100+20-10-10=250

=============

Cat's DX

    Full Cost: 24 pts +15/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 1 Minute

You increase the subject’s DX by 1 per level of this spell for 1 minute. This does not affect Speed!
 

Buff (10pts): (+100%), Advantage Cat's DX (150%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Reduced Duration 1/3 (-10%),

Advantage: Cat's DX [15] (DX [20], -0.25 Speed [-5], magical -10%)

 

10+(10*140 %)=24

100+150-30-30-30-10-10=140

=============

Fox's IQ, Mass

    Full Cost: 29 pts +9/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

Select a 4 yard area. Any creatures you select in the area have an increase in their IQ by 1 per level of this spell for 1 minute. This does not affect Will or Perception!
 

Buff (10pts): (+100%), Advantage Fox's IQ (90%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Fox's IQ [9] (IQ [20], -1 perception [-5], -1 will [-5], magical -10%)

 

10+(10*190 %)=29

100+90-30-30-30-10+100+20-10-10=190

=============

Fox's IQ

    Full Cost: 18 pts +9/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 1 Minute

You increase the subject’s  IQ by 1 per level of this spell for 1 minute. This does not affect Will or Perception!
 

Buff (10pts): (+100%), Advantage Fox's IQ (90%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Reduced Duration 1/3 (-10%)

Advantage: Fox's IQ [9] (IQ [20], -1 perception [-5], -1 will [-5], magical -10%)

 

10+(10*80 %)=18

100+90-30-30-30-10-10=80

=============

Bear's HT, Mass

    Full Cost: 26 pts +6/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

Select a 4 yard area. Any creatures you select in the area have an increase in their HT by 1 per level of this spell for 1 minute. This does not affect FP!
 

Buff (10pts): (+100%), Advantage Bear's HT (60%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Bear's HT [6] (HT [10], -1 FP [-3], magical -10%)

 

10+(10*160 %)=26

100+60-30-30-30-10+100+20-10-10=160

=============

Bear's HT

    Full Cost: 15 pts +6/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 1 Minute

You increase the subject’s HT by 1 per level of this spell for 1 minute. This does not affect FP!
 

Buff (10pts): (+100%), Advantage Bear's HT (60%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Reduced Duration 1/3 (-10%),

Advantage: Bear's HT [6] (HT [10], -1 FP [-3], magical -10%)

 

10+(10*50 %)=15

100+60-30-30-30-10-10=50

=============

Owl's Wisdom, Mass

    Full Cost: 29 pts +6/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

Select a 4 yard area. Any creatures you select in the area have an increase in their Willpower and Perception by 1 per level of this spell for 1 minute.
 

Buff (10pts): (+100%), Advantage Owl's Wisdom (90%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Owl's Wisdom [9] (Willpower +1 [5], Perception +1 [5], magical -10%)

 

10+(10*190 %)=29

100+90-30-30-30-10+100+20-10-10=190

=============

Owl's Wisdom

    Full Cost: 18 pts +6/level
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 1Sec

    Range: 10 yards.

    Duration: 1 Minute

You increase the subject’s Willpower and Perception by 1 per level of this spell for 1 minute.

Buff (10pts): (+100%), Advantage Owl's Wisdom (90%), Wizardly/Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Reduced Duration 1/3 (-10%)

Advantage: Owl's Wisdom [9] (Willpower +1 [5], Perception +1 [5], magical -10%)

 

10+(10*80 %)=18

100+90-30-30-30-10-10=80

=============

Stun

Keywords: Resisted (HT).

Full Cost: 12 points.

Casting Roll: Skill.

Range: 10.

Cost: 2fp

Duration: Instantaneous.

The subject is physically stunned (p. B420) and must roll vs. HT each second to recover.

Statistics: Affliction 1 [10], HT; Malediction 1, +100%; Based on Different Attribute, Own Roll (+20%). Wizardly Magic (-30%) D&D Magic (-30%) Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%)


100+20-30-30-30-10=20  

10+(10*20%)=12 

=============

Ray of Enfeeblement

    Full Cost: 4
    Casting Roll: Skill, use Innate Attack to hit.

    Components: V, S

    Cost: 1f

    Casting Time: 1 sec

    Range: 10

    Duration: 3 minutes

Make a ranged attack with Acc 3. Target hit by this ray must make an HT check or suffer a -4 to all their ST based damage rolls. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

Statistics: Affliction 1 [10], (-8 striking ST, +40%) Wizardly Magic (-30%) D&D Magic (-40%) Range 10 yards - Attacks (-20%) Cost Fatigue 1 (-5%) Parriable Ranged Spell (-5%), fixed duration - 3 minutes (+0%)

 

40-30-40-20-5-5=-60

10+(10*-60%)=4
 

=============

Enfeebling Burst

    Full Cost: 9
    Casting Roll: Skill, use Innate Attack to hit.

    Components: V, S

    Cost: 1f

    Casting Time: 1 sec

    Range: 10

    Duration: 3 minutes

Make a ranged attack with Acc 3. All creatures within 4 yards of your target must make an HT check or suffer a -4 to all their ST based damage rolls. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid hitting yourself with your own spell!

Statistics: Affliction 1 [10], (-8 striking ST, +40%) Wizardly Magic (-30%) D&D Magic (-40%) Range 10 yards - Attacks (-20%) Cost Fatigue 1 (-5%) Parriable Ranged Spell (-5%), fixed duration - 3 minutes (+0%), Area of Effect 2y (+50%)

 

40-30-40-20-5-5+50=-10 

10+(10*-10%)=9 
=============

Monday, August 4, 2025

Meta spells and explanation of terms

It occurs to me that in order for others to understand how I priced some spells, I must explain some of the nomenclature I use to simplify my spells:

New Limitations:

Limited Use, Build Up Reload: Similar to Limited Use: Fast Reload, but to reload you must attack enemies instead of spending ready actions. It costs half as much as Limited Use: Fast Reload.

 

How to adapt Sorcery Spells: Remove the sorcery modifier completely, add Wizardly/Divine Magic and D&D magic, then add a fatigue cost.

 

Wizardly Magic (-30%): Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%).

Divine Magic (-30%): Requires Holy Symbol (-10%), Required Disadvantage (-10%); Can only use Tally (-10%).

D&D Magic (-30%): Requires Gestures, -10%; Requires Magic Words, -10%, Magical/Divine, -10%.

Based on Different Attribute (+20%): Changes resist roll from HT to Will or something like that

Based on Different Attribute, Own Roll (+20%): Usually for malediction so you use your skill instead of pure will.

Requires Skill roll (-10%): For abilities with no activation

Range 10 yards - Attacks (-20%): Increased 1/2D, 5x, +10%; Reduced Range, 1/10, -30%

Range 10 yards - Malediction (-30%): Range Limit -30%

Touch Spell (-55%): Melee Attack (Reach C, Cannot Parry, -35%), Touch-Based (-20%) Note that touch spells can be parried or blocked.

Cost Fatigue 1 (-5%)

Buff: Buff (10pts): (+100%): Standard buff with affliction + malediction, fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%.

Self Buff: Buff (10pts): (-50%) Standard buff with affliction, fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-50%),

Accessibility (Not for combat, -40%)

2 second cast time (-10%): Takes Extra Time 1, -10%

4 second cast time (-20%): Takes Extra Time 2, -20%

Melee Single Target Spell Damage (-60%): Cannot Parry -40%, Single -20%, Swing Capable +20%,

Ranged Single Target Spell Damage (+70%): Cannot Parry -40%, Single -20%, Swing Capable +20%, Ranged +100%, Increased 1/2D, 5x, +10%

Ranged Area of Effect Spell Damage (+50%): Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%

 

Frost Element (+80%): No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%;

Lightning Element (+150%): Side Effect, Stunning, +50%; Surge, Arcing, +100%, ;
Acid: Is just corrosion damage, reduces DR by per 5 damage.

Fire: Is just burn damage.

Necrotic (210%): Accessibility - Living or Formerly Living (0%), Side Effect, Unhealing, Total for 1 second (+50%+30%-40%)Lesser Damage I (-30%), Armor Divisor 10 (+200%), deals damage to undead and living, but not to rocks and stuff.

With that explained, here's some meta spells. 

Bless

    Full Cost: 53 pts
    Casting Roll: Skill.

    Components: V, S.

    Cost: 2FP

    Casting Time: 2Sec

    Range: 10 yards.

    Duration: 1 Minute

You bless a 4 yard area. You may select any creatures in the area to get +1 to all attribute and skill rolls for the duration of the spell.

 

Buff (10pts): (+100%), Advantage Bless (330%), Divine Magic (-30%), D&D Magic (-30%), Range 10 yards - Malediction (-30%), Cost Fatigue 2 (-10%), Area of Effect 4y (+100%), Selective Area (+20%), Reduced Duration 1/3 (-10%), 2 second cast time (-10%)

Advantage: Bless [33] (+1 DX[20],+1 IQ[20],+1HT[10],-1FP[-3],-0.5 speed[-10], Magical (-10%))

 

10+(10*(430 %))=53

100+330-30-30-30-10+100+20-10-10=430

===============

Guidance

    Full Cost: 33 pts
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1Sec

    Range: Touch.

    Duration: 1 second.

You touch a single target, giving him divine guidance for the next task he performs. Target gets +1 to all non-combat attribute and skill rolls for 1 second.

 

Buff (10pts): (+100%), Advantage Bless (330%), Divine Magic (-30%), D&D Magic (-30%), Cost Fatigue 1 (-5%), Reduced Duration 1/100 (-40%), Touch Spell (-55%), Accessibility (Not for combat, -40%)

Advantage: Bless [33] (+1 DX[20],+1 IQ[20],+1HT[10],-1FP[-3],-0.5 speed[-10], Magical (-10%))

 

10+(10*(230 %))=33

100+330-30-30-5-40-55-40=230

===============

Magic Missile

    Full Cost: 10
    Casting Roll: Skill.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You launch a single mystic dart at an enemy. This attack always hits, but enemies may still roll their active defense against it, and you still need to check if an attack is possible. Calculate the ranged attack using all modifiers as usual, based on your innate attack, including any location penalties, cover, etc. If your effective skill is 3 or more, you succeed – don’t bother to roll. Deal single target crushing damage -2 per die.

 

Natural Attack, crushing (5),Wizardly Magic (-30%), D&D Magic (-40%); Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage II (-60%); Cosmic, No Dice Roll Required (+100%).

 

30-40-5+70-5-60+100=90

5+(5*90%)=9.5

===============

Orb of Force

    Full Cost: 6
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You launch a single orb of force at a target. Use Innate Attack to hit, applying normal range penalties. Deal single target crushing damage -2 per die, Acc 3, RoF 1, Shots N/A, Bulk -2, and Recoil 1. Once the primary target is hit, the orb bursts into shrapnel. Follow the usual rules for shrapnel that deals 2d6 cutting damage.

 

Natural Attack, crushing (5), Required Disadvantage (-10%), Requires Grimoire (-10%); Can only use Tally (-10%); Requires Gestures, -10%; Requires Magic Words, -10%, Magical/Divine, -10%; Blockable, -5%, Ranged Single Target Spell Damage (+70%), Cost Fatigue 1 (-5%); Lesser Damage II (-60%); Fragmentation II (+30%)

 

30-40-5+70-5-60+30=20

5+(5*20%)=6

 

The Magic System

This was heavily inspired by Generic Universal Eggplant's Wizardry System, as well as the Modular Powers from this other site I found one day. And then I copied the calamity table from no school grognard College Ritual Book Magic. The main thing I wanted to do was have being an effective caster something possible on 62pt games, and not become overpowered at 250pt games. The other thing I wanted was having all the traditional (in my mind) parts of being a caster still exist, so every spell requires chanting, hand movements and so on.

https://enragedeggplant.blogspot.com/2023/09/introduction-to-wizardry.html
https://greyson.conlang.org/2020/04/08/modular-powers-a-new-flexible-powers-magic-system-for-gurps/
https://noschoolgrognard.blogspot.com/p/blog-page.html

Houserules

For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis. 

 
EDIT: I forgot to mention I'm using ST costs as [8] and striking ST [3], since I am using the nerfed Swing damage houserule where swing = thrust +2.
One day I'll switch to KYOS and have to redo all the prices again.

 

Power Casting

Pre-requisites: To learn any of these advantages, you must first get Magery 0, which gives the normal benefits, plus it also gives you a Threshold of 5 and a Recovery of 5, and then you must have the following Disadvantage:

  • Disciplines of Faith (Arcane Rituals) [-10]:  You must own a spellbook that contains your notes, observations, and calculations on how and when you can cast spells. This spellbook is grimoire with at least 100 pages. You must study from this spellbook for 1d hours every night. On any day that you cast a spell, you consume $5 of reagents and spell ingredients. If you ever find yourself without reagents or your spellbook, you are at -1 on all spell-casting rolls per day that you go without either, and -2 per day that you go without both. The penalty is reduced to 0 as soon as you study in your spellbook and have access to reagents again.

 

Signature Spell: Once you have Magery 0, you can buy a spell. These are you main spells. You cannot buy a levelled damage spell as a Signature spell.

 

Spell Slot [Varies]: Requirement: Magery 0. Each spell slot has a pool of character points equal to its level that can be used to memorize spells. To memorize a spell, you spend an amount of time, usually 10 minutes studying your personalized grimoire, in complete silence and spend 2 fatigue. You may switch your memorized spell at any time with the same process. Any spells you memorize can only use Tally and not fatigue. All your spells are stored in a grimoire. If you lose access to your grimoire, you can no longer memorize spells, but you maintain access to the last ones stored in your spell slots. If you cannot recover your grimoire, you must buy a new one, or take it from another wizard, either way you lose access to the spells you have copied into it.

You may store a spell in your slot in two ways: If the spell's Full Price costs less than the level of the Slot, you have the spell as a secondary spell that you can use at any time, as if you had bought it as a regular advantage. If the spell costs up to 5 times the level of the Slot, you may store it as an alternate spell to your Signature spell, which requires you to spend a Ready maneuver to switch between your Signature Spell and the Spell in the slot.

 

Memorization Slot [Varies]: Requirement: Magery 0, and at least one Spell Slot. A memorization slot is a pool of character points equal to its level that can be used to memorize spells, just like a spell slot, but a Memorization slot is connected to a Spell Slot, allowing you to switch spells using a single ready maneuver instead of having spend the entire process of memorizing a new spell and forgetting the previous one. The process of adding a spell to a Memorization Slot is the same as the parent slot, and the Memorization Slot has a max level equal to the level of the parent slot. Memorization Slots cost 1/5th as a Spell Slot. When you spend your allowed usage per scene/day of the parent slot, you cannot use the spells in linked Memorization Slots.

 

  • Cantrip Slot [6+2.1 per level]: Cantrip slots are the basic slots, and have no special limitations to their usage. Due to their price, they should only be used for minor, utility spells. It takes 1 minute to memorize a Cantrip. Can't store levelled damage spells.
  • Encounter Slot [3+0.9 per level]: Encounter slots can only be used once per Scene, once used, it and all Memorization Slots connected to it are unusable until the next scene. It takes 10 minutes to memorize an Encounter Spell. Can't store levelled damage spells.
  • Daily Slot [2+0.6 per level]: Daily slots, as the name says, can only be used once per day. It takes 1 hour to memorize a Daily Slot.

 

Special Limitations: You may put limitations on the kind of spell you can memorize. Each slot may have different limitations. For example, you may have an "Elemental Slot" that can only take spells from the elemental colleges, and a "Generalist Slot" that you can put any spells.

  • If the Slot can put spells from a broad category (elementalism or evocation, mind affecting, etc.), after adding up all the levels you want for your Slot, reduce its price by 30%;
  • If the Slot can put spells from a single specific College. After adding up all the levels you want for your Slot, reduce its price by 40%.

 

Memorizing Spells

You must spend the required amount of time reading a spellbook with a spell in order to fill your Slot with that spell, you must be in a relatively quiet environment (at most a single regular conversation may be happening), and you must spend 2fp per spell.

In order to keep your spells working, every day you must read your spellbook for a number of minutes equal to the highest Slot level times the number of Slots you have.

Spell Book

A typical empty spellbook costs $25 and weighs 3lbs. Transcribing a spell requires identifying it first with a Thaumatology roll. Transcribing takes 8 hours per 20 points of the spells’ full cost or a fraction of thereof.

 

Spell Scrolls

Spell scrolls that can only be used to transcribe a spell into your spellbook (not the kind of scroll that lets anyone cast a spell) cost $2 per point of the spell’s full cost.

 

Tally and Threshold

Every wizard has a threshold score, defining safe limits on his magic. His starting threshold (acquired Magery 0) is 5. If a wizard’s tally remains at or below his threshold, then everything’s fine. If his tally exceeds his threshold, then bad things can happen. He must make a Calamity Check – a roll on the Calamity Table (below) – on any turn that he goes over his threshold for any reason. While he’s over his threshold, he must also make a Calamity Check on any turn that he casts a spell (even one with zero cost) or adds to his tally to maintain a spell.

 

Tally Recovery: A wizard’s tally “heals” over time. The starting recovery rate is 5 points per day, with recovery occurring at sunrise. A wizard can improve his recovery rate by taking the Extra Magical Ability advantage (below). No other traits reduce tally in any way.

 

Extra Magical Ability [10/level, max 4]: Your ability to cast spells is improved, so you have +5 Threshold and +7 Recovery Rate for every level of this advantage.

 

Casting Spells

To cast a spell, you must take a number of concentrate maneuvers (usually 1 concentrate for most spells), making an IQ Check or a Thaumatology check (with standard penalties for range based on the spell), and spending the required Tally (99% of the time it's 1). During the concentrate actions, you are chanting and making various mystical gestures with one of your hands.

 

Your spell list are Sorcery Spells, with the following modifiers: Requires skill check (-10%), Requires Grimoire (-10%), Requires Gestures (-10%); Requires Magic Words (-10%); Can only use Tally (-10%), Required Disadvantage (-10%).

In addition, any levelled damage spells that you want to put on  your Cantrip Slot or Encounter Slots need to be changed to do Will based damage.

Finally, status effect spells that last minutes must be changed to last seconds, using the modifier Reduced Time 1/60 (-35%).

 

Those modifications change the total cost. For ease of play, simply adjust the full price of sorcery spell according to the table below.

Spell Type

Cost Change

Special

Regular Spell

-5

-

Minute-based Status effect Spell

-9

-

Levelled Melee Spell

-3

The spell no longer has levels

Levelled Ranged Single Target Spell

+4

The spell no longer has levels

Levelled Ranged Area Spell

+3

The spell no longer has levels

 

Sorcery Spell Index: https://enragedeggplant.blogspot.com/2017/03/sorcery-spell-index.html

Every single sorcery spell costs 1 tally. Optionally, you may increase the tally costs, which would result in a cheaper spell. The cost decrease is per level.

Tally Cost Increase

Spell Cost Change (Regular Spell)

Spell Cost Change (Levelled Damage Spell)

+2

-2

-1

+4

-4

-2

+6

-6

-3

For each +2

-2 each

-1 each

 

Alternatively, you may use Wizardry spells.

In this case, you only need to add Requires Grimoire (-10%), Required Disadvantage (-10% and Can only use Tally (-10%) plus the damage spell stuff. Some spells already cost more than 1 tally, but you may increase their prices further in the same way.

Wizardry Spell Index: https://enragedeggplant.blogspot.com/2023/10/wizardry-spell-index.html

Spell Type

Cost Change

Special

Regular Spell

-3

-

Minute-based Status effect Spell

-6

-

Levelled Melee Spell

0

The spell no longer has levels

Levelled Ranged Single Target Spell

+5

The spell no longer has levels

Levelled Ranged Area Spell

+4

The spell no longer has levels

 

Alternative Rituals

Alternative Rituals: You may change some of the rituals, either making them simpler or more elaborate, giving you bonuses or penalties to all skill checks related to using the spell, this includes the basic Thaumatology, but also any other checks like innate attack.

Gestures:

  • Elaborate Gestures: +2 to effective skill. Requires both hands, and at least 1 yard free on all sides. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.
  • Sweeping Gestures: +1 to effective skill. Requires both hands. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.
  • No Gestures: -2 to effective skill if you have both of your legs free, -5 if you cannot move at all.

Chant:

  • Shouting the name of the Spell: +1 to effective skill. Everyone knows what you just cast. It's also very cringe.
  • No Chant: -4 to effective skill. Complete silence.

Speed:

  • Rapid Chant: -6 to effective skill. You can switch spells without spending an extra concentrate maneuver, allowing you to switch and cast in the same turn.
  • Move and Chant: -7 to effective skill. You can move your full speed and chant.
  • Slow Chant: +3 for increasing the time it takes to cast the spell: multiply by 2 in combat or by 10 out of combat.

Focus:

  • All-Out Chanting - Empower: +1 to effective skill. No active defenses.
  • All-Out Chanting - Dual: You can switch spells without spending an extra concentrate maneuver, allowing you to switch and cast in the same turn. No active defenses.

  

Spell Talent

(10 points/level)

This advantage is the generic power Talent for Power Casting. It costs 10 points per level.

Spell Talent adds to every roll made to cast a spell or to use that spell well. For example, it adds to Innate Attack skill to hit with a Missile spell, to Engineer skill to brace a tunnel with magic, and so on. It even adds to Occultism or Thaumatology when rolling to answer questions about sorcery.

If ALL of your slots have the same limitation, (for example, all of them are fire only), the cost of Spell Talent is 5pts per level.

 

Damage Spells

When picking damage spells for Cantrip and Encounter slots, if the spell has a cost that goes "X per level", and the damage of the spell increases with each level with no cap, change the spell to be Will-based instead of level based.

Area damage spells deal Thrust damage but using your Will as base; Single-Target spells deal Swing damage.

 

Your Spell Talent level increases the damage according to the table below. Add the result to your Thrust/Swing damage based on Will.

Sorcery Talent Level

Bonus Damage

1

+1d6

2

+1d6+1

3

+1d6+1

4

+1d6+2

5

+1d6+2

6

+2d6-1

 

Status Effect Spells

For balance reasons, any spells that have serious status effects (blindness, stun, paralysis, etc) that last minutes have their duration reduced to seconds.

 

Empowering Spells

A character may add temporary enhancements to their spells. This requires a Will-Based Thaumatology (or Religious Ritual for Divine casters) check, and they have an extra Tally Cost based on the enhancement (each 10% costs +1 tally)

  • Armor Divisor: Add an Armor Divisor of (2) to the attack.
    • Cost: 5t
  • Cyclic: The spell repeats their damage for each level of this enhancement.
    • Cost: 10t per level.
  • Selective Area: You pick exactly which yards or area are affected by the spell.
    • Cost: 2t
  • No Signature: The spell is almost completely unnoticeable.
    • Cost: 2t.
  • Extra Damage: Increase the final damage by up to 50%.
    • Cost: 1t per 5% increase.

 

Overloading Spells

You may spend tally to gain a bonus on any skill used with the ability, at a rate of +1 tally = +1 skill. However, any time you do that, you must roll on the Calamity table, even if you have not exceeded the Threshold.

 

Character Creation

When creating  character, you start with your Slots filled with whatever spells you want that fit in the slots, and may buy extra spells for the same price as a scroll with the spell, and they will already be in your spellbook. You must buy the spellbook as well!

 

Calamity Checks and the Calamity Table

To make a Calamity Check, roll 2d and add 1 for every full 5 points by which tally exceeds threshold after this casting. Calamities take effect immediately, but don’t normally cause the spell to fail.

Roll

Effect

2-8

Nothing happens -- this time.

9-10

Until the wizard's tally is reduced to 0, the base cost of casting that spell or ritual is doubled. Increase the multiple by 1 every time this result is rolled again.

11-12

As 9, and the wizard has a -1 penalty to cast that spell until his tally is reduced to 0.

13

As 9, and the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.

14

Until the wizard's tally is reduced to 0, the base cost of casting all spells or rituals in the same college are doubled. Increase the multiple by 1 every time this result is rolled again. Also, the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.

15

As 14, but the casting penalty is -2.

16

As 15, but the casting penalty is -3.

17

As 16, and the wizard's Magery is reduced by 1 (recalculate threshold and recovery rate based on the new Magery rate). This effective is cumulative. 1 level of Magery is recovered every day that the wizard has a tally of 0, doesn't cast any spells at all, and makes a HT check.

18

As 17, and as long as the wizard's Magery is reduced, he suffers from Nightmares with a control roll of 9 or less.

19

As 18, and as long as the wizard's Magery is reduced, he suffers from the -10% version of Radically Unstable Magery (Thaumatology p 26).

20

As 18, and as long as the wizard's Magery is reduced, he suffers from the -30% version of Radically Unstable Magery (Thaumatology p 26).

21

As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 hours.

22

As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 days.

23

As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his base Magery (minimum 1) for the next d6 days.

24

As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his current Magery (minimum 1) until is Magery completely recovers and for d6 days after that.

25-28

As 20, and the wizard is also a Mana Dampener with the same radius of affect as the Twisted Mana zone.

29+

The wizard takes (Calamity Modifier / 20)d of injury, reduced by half on a successful HT-6 check. If the wizard dies from this injury, their body explodes (reducing the wizard to -10xHP in the process) and doing the same damage as a cr ex centered on the wizard's hex. Should the wizard survive, also apply the effects of 25, above.

 

Other kinds of Magic

Clerical and Druidic magic use the Religious Ritual skill, and they MUST pick a limitation on your Spell Talent. Bardic magic is even more restrictive. They use Singing or Musical Instrument skills to cast, but they are always limited to the colleges from the School of the Bard Talent.

 

Alternative Spell Talents

These talents add to every roll made to cast a spell or use that spell of a specific number of Spell Colleges, plus they also works like a regular talents for some other skills.

 

Guidelines: An alternative spell talent always gives bonuses to skills used on spells (mostly Thaumatology, Religious Ritual, Innate attack, sometimes brawling) of a limited number of Colleges, and also gives bonuses to regular skills related to a theme. The number of colleges and skills benefited is limited by the cost of the talent: It costs 1 per college or skill benefited. Meta spells is always included for free.

Limitations: if you can ONLY casts spells from colleges in the talent, reduce the total price by 50%. Those talents with that limitation will have the "limited" tag on them.

 

School of the Witch [4 points/level] - Limited.

Access to spells of the following Colleges.

  • Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, Water.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, Survival, Alchemy, Occultism.

 

School of the Eldritch Knight [5 points/level] - Limited.

Access to spells of the following Colleges

  • Protection and Warning, Body Control, Meta Spell, Movement, and three elements.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, one sword skill, Karate, Tactics, Occultism.

 

School of the Spellblade [5 points/level] - Limited.

Access to spells of the following Colleges

  • Protection and Warning, Body Control, Meta Spell, Movement, and three elements.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, Hidden Knowledge (magic items), one sword skill, Alchemy, Armory (any).

 

School of the Blade Witch [5 points/level] - Limited.

Access to spells of the following Colleges.

  • Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and one element.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, Survival, one sword skill, Alchemy, Armory (any), Occultism.

 

School of the Bullet Witch [5 points/level] - Limited.

Access to spells of the following Colleges.

  • Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and one element.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, judo, guns (pistol), Alchemy, Armory (any), Acrobatics.

And it also grants access to the following perk: Pistol-Fist (you still have to pay for it).

 

School of the Witch Hunter [7 points/level] - Limited.

Access to spells of the following Colleges.

  • Protection and Warning, Body Control, Meta Spell, Movement, Healing, and Fire.

You gain a +1 per level (max 4) of this talent to the following skills

  • Religious Ritual, Innate Attack, Judo, Karate, Guns (pistol), Alchemy, Armory (any), Acrobatics, Hidden Knowledge (monsters), Occultism, one sword skill.

 

School of the Wizard King [4 points/level] - Limited.

Access to spells of the following Colleges

  • Protection and Warning, Body Control, Meta Spell, Movement, Mind Control.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, Occultism, Staff, Leadership, Public Speaking.

 

School of the Samurai [6 points/level] - Limited.

Access to spells of the following Colleges

  • Protection and Warning, Body Control, Meta Spell, Movement, and three elements.

You gain a +1 per level (max 4) of this talent to the following skills

  • Thaumatology, Innate Attack, Longsword, Karate, Judo, Parry Missile Weapons, Throwing Art, Bow.

 

Blessings of Love and War [5 points/level] - Limited.

Access to spells of the following Colleges.

  • Protection and Warning, Body Control, Meta Spell, Mind Control, Movement, and Light/Shadow.

You gain a +1 per level (max 4) of this talent to the following skills

  • Religious Ritual, Innate Attack, Swords, Shields, Sex Appeal, Throwing Weapons, Spears.

 

Paladin D&D 4e to GURPS adaptation

 Holy molly! It's the Paladin!  Houserules Beyond the -80% limit : For certain spells that are clearly weaker than their price indicat...