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Spellcasting

48 min read

Prepare to unlock the secrets of magic! Magic is an exceptionally powerful force, and when wielded properly, Spellcasters can achieve the impossible. When wielded improperly, however, magic can tear apart the very essence of the Spellcaster’s mind and spirit.

Spellcasting Basics #

The secret to Cool Name RPG Spellcasting is this:

Casting spells is just a way to perform the Actions described in the preceding chapters—but with magic.

Anything another character accomplishes by mundane means, Spellcasters may try to accomplish with spells, using the same core rules described in Chapter 2: Action Checks and Challenges and Chapter 5: Action Types.

Here are some examples:

Spellcasting Action Examples

Goal: Reduce the Target’s Challenge Points from a distance.
     • Warrior: Throws a rock at the enemy’s head.
     • Spellcaster: Casts a bolt of flame.

Goal: Get to the top of a cliff.
     • Thief: Climbs the cliff.
     • Spellcaster: Crawls up the face of the cliff using a
        spell that lets them stick to walls.

Goal: Trick the guards so they let you into the castle.
     • Mountebank: Spin a lie that tricks the guards.
     • Spellcaster: Manipulate the guard’s mind with a
        spell.

In each case, the outcome is the same, and it is only the method of achieving the outcome that differs.

Action Scores #

One notable difference is Spellcasters always use their Spellcaster Primary Attribute and Spellcaster MO to find their Action Scores, no matter what Action Type they are performing or outcome they desire. Let’s look at the previous examples from a rules perspective:

Spellcasting Action Examples: Action Scores

Goal: Reduce the Target’s Challenge Points from a distance.
     • Warrior: Strength + Warrior MO = Action Score
     • Spellcaster: Spellcaster Primary Attribute +
        Spellcaster MO = Action Score

Goal: Get to the top of a Cliff.
     • Thief: Coordination + Thief MO = Action Score
     • Spellcaster: Spellcaster Primary Attribute +
        Spellcaster MO = Action Score

Goal: Trick the guards so they let you into the castle.
     • Mountebank: Presence + Mountebank MO
        = Action Score
     • Spellcaster: Spellcaster Primary Attribute +
        Spellcaster MO = Action Score

Difficulty Score #

The base Difficulty Score for spells is usually the same as the Difficulty Score for a character attempting the same Action using mundane means. For instance, if the Difficulty Score to climb a cliff is DS 6 for a Thief, the base Difficulty Score for a Wizard to attempting to scale the same cliff using magic is DS 6.

There are a few Difficulty Score adjustments that only apply to Spellcasting, and these are explained later in this chapter. Most of the time, however, the base Difficulty Score for a Spellcasting Action is determined in the same fashion as for a mundane Action seeking the same outcome.

Normal Tools and Conditions #

When performing Actions using mundane means, the tools and conditions required will change depending on the Action. For instance, when picking a lock, good lighting and a decent set of lockpicks might be required, but when cooking a fancy meal, the character needs a well-stocked kitchen and high-quality kitchen utensils.

For Spellcasting Actions, however, the tools and conditions are always the same, no matter what outcome the character hopes to achieve or what spell they are casting.

The tools required to cast a spell are: a magical talisman (such as a wand or staff) and appropriate spell components (such as a pinch of grave dirt or eye of newt.) Let’s look at our examples again to see what “normal” Tools are for each of the desired outcomes:

Spellcasting Action Examples: Normal Tools

Goal: Reduce the Target’s Challenge Points from a distance.
     • Warrior Tools: A stone with decent heft and a
        shape that makes it easy to throw.
     • Spellcaster Tools: Spellcaster’s Focus and a pinch of
        ash from a blacksmith’s forge.

Goal: Get to the top of a cliff.
     • Thief Tools: Shoes and gloves appropriate for
        climbing and possibly a rope.
     • Spellcaster Tools: Spellcaster’s Focus and a bit of
        spiderweb.

Goal: Trick the guards so they let you into the castle.
     • Mountebank Tools: A flashy costume.
     • Spellcaster Tools: Spellcaster’s Focus and a handful
        of poppy seeds.

Normal conditions required for Spellcasting are always the same as well. A Spellcasting Action, regardless of the nature of the spell or desired outcome, requires: the ability to freely move, the ability to freely speak, and freedom from distractions. You will learn more about the normal Conditions and Tools for Spellcasting later in this chapter.

As is the case with mundane Actions, the Gamemaster may add one or more +1 modifiers to the Difficulty Score if the Spellcaster is missing the normal tools and conditions.

Spells as Stunts #

One important way Spellcasting Actions differ from mundane Actions, is every Spellcasting Action is a Stunt. Spellcasting allows you to do things that are not only improbable, but in some cases downright impossible. For this reason, this makes spells, by definition, Stunts. If you fail your Spellcasting Action Check, your character loses a number of Vitality Points from the Vitality Score matching their Spellcaster Attribute type equal to the amount by which you rolled under the Difficulty Score. For example, if you miss the roll by two and your character’s Spellcasting Attribute is Presence, on a failed Spellcasting Action Check your character loses two Spirit Vitality Points.

And that’s how magic works… #

With just the rules above, you could start using magic in your game! Of course, there are some questions still unanswered. What about Area of Effect spells? What about spells that last multiple Rounds? In the following sections, you will find additional guidance for handling the unique challenges presented by Spellcasting. At the end of the chapter, you will also find a collection of classic roleplaying spells ready for your game, along with insight into how we used the rules to build them.

Spells Without Story

You’ll notice we include very little “color text” in these rules. Does magic come from patrons, such as gods or demons? Does magical power come from another realm? Or does it come from the character’s own store of internal mana?

These questions, while vital to building a cool fantasy setting, are less important when it comes to understanding the spellcasting rules. Once you understand the rules, you can apply whatever arcane explanations you wish to create the fantastic fantasy story you desire.

Spellcasting Requirements #

To cast spells, a character must have the Spellcasting Exceptional Ability. Only characters with the Spellcasting Exceptional Ability may cast spells.

It is highly recommended that players who wish to have their character cast spells also select a Spellcaster MO. Only characters with a Spellcaster MO may add their MO Score and appropriate Specialization modifiers to their Spellcasting Action Scores. Characters who have the Spellcasting Exceptional Ability but do not have a Spellcaster MO may still cast spells, but they may not add their MO Score or Specialization modifiers to their Action Score.

For more information on Spellcaster MOs, see Chapter 4: Modus Operandi.

Magical Talisman #

The Spellcaster must have a magical talisman appropriate to their MO out and readied. Typically, this is a staff for the Wizard, a wand for Sorcerers, a holy symbol for Clerics, or a yew rod for Druids. If the Spellcaster does not have their talisman at the ready or chooses not to use it, add a +1 modifier to the Difficulty Score.

Spell Components #

The Spellcaster must have appropriate spell components out when they cast the spell. The components are consumed whether the spellcasting Action Check is successful or not. If the Spellcaster has substandard, inappropriate, or no components, the Gamemaster may add one or more +1 modifiers to the Difficulty Score. What constitutes “appropriate components” is up to you and the Gamemaster to decide. Your game’s setting may also dictate which components are appropriate for different types of spells.

Normal Conditions #

Difficulty Scores represent the complexity of a task under “normal conditions.” The following are the normal conditions for a Spellcasting Action Check, regardless of the desired outcome or the type of Action you are using magic to perform. These are used in place of the normal conditions required to get the same outcome by mundane means.

  • Uninterrupted: Spellcasting requires focus and concentration. Interruptions, like dodging enemy attacks, rattling along in the back of a wagon, standing on the prow of a tempest tossed ship at sea, or any other major distraction may add one or more +1 modifiers to the Difficulty Score. It is up to the Gamemaster to determine what modifiers apply.
  • Verbalization: Spellcasting requires the Spellcaster to intone magical words, phrases, or mantras at full voice. If the Spellcaster is unable to meet this requirement, add a +1 modifier to the Difficulty Score.
  • Gestures: Spellcasters must be able to gesture using both hands to properly cast a spell. One of their hands may be used to hold their magical talisman. If the Spellcaster cannot meet this requirement, add a +1 modifier to the Difficulty Score.

Spellcasting in Combat

Normal conditions for spellcasting say the Spellcaster should be uninterrupted. One of the examples given is “dodging attacks.” This is not meant to imply that any spell cast in combat has a +1 Difficulty Score modifier. Combat casting is a standard skill for adventuring Spellcasters. What the example refers to are intense combat conditions or casting highly complex spells in combat.

For instance, if a Spellcaster is facing off with a single goblin and wants to cast a relatively simple spell (low Difficulty Score), the Gamemaster may declare there is no modifier. That type of situation is pretty “normal” for adventuring Spellcasters.

If, on the other hand, the character is casting a highly complex spell (high Difficulty Score) in combat or if the Spellcaster is facing multiple enemies, the Gamemaster may decide that the situation is very distracting and add a +1 modifier to the Difficulty Score.

Line of Sight #

The Spellcaster must have a clear view of the spell’s Target. Light obstructions or partial cover do not prevent line of sight for Spellcasting. If the Spellcaster can see at least some portion of their Target, they can cast a spell at the Target. The amount they can see does not change the Difficulty Score.

If the Spellcaster’s primary means of sensing the world is some sense other than sight, the Gamemaster may allow the Spellcaster to use that sense for detecting Targets.

  • Only natural senses are used to determine line of sight to a Target. Remote sensing magic, spyglasses, and similar tools do not serve as line of sight.

Losing Line of Sight

Spellcasting in the Cool Name RPG Core Rules restricts the Spellcaster to Targets they can see or sense. This puts limits on some classic fantasy RPG spell types. For example, detection spells (like Detect Magic) or spells that move you instantaneously (like Teleport) are limited to Targets you can see or sense.

Once a spell is cast, however, the Spellcaster can move out of line of sight of the Target. The spell will remain in effect until the end of its duration or until the Spellcaster ends the spell. For instance, if a Spellcaster casts a light spell on their companion’s weapon, as long as the Spellcaster maintains the spell it will continue to create light, even if the companion moves around the corner and out of sight of the Spellcaster.

Spellcasting Action Check #

When you want to cast a spell, make a Spellcasting Action Check. This is true regardless of the type of Action you are performing. For instance, if you want to perform an Assist Action using magic, you make a Spellcasting Action Check with an outcome matching that of a successful Assist Action.

Spellcasting Action Checks use the standard rules for Action Checks described in Chapter 2: Actions and Action Checks and Chapter 5: Action Types. Exceptions to those rules are described in this chapter.

Primary Attribute #

The Primary Attribute used to determine the Action Score for a Spellcasting Action Check depends on your Spellcaster MO. Here are the four most common Spellcaster MOs and their Spellcasting Primary Attributes.

Wizard = Intellect

Sorcerer = Creativity

Cleric = Presence

Druid = Awareness

The listed Primary Attribute is representative of the way a character with the that MO casts spells, thinks about magical power, and understands the role of magic in the universe.

It is possible for a character to have the ability to cast spells (by choosing the Spellcaster Exceptional Ability) without taking a Spellcaster MO. In this case, it is up to you and the Gamemaster to determine the appropriate Primary Attribute for your character when they make Spellcasting Action Checks.

MO #

You may only add an MO Score to your Spellcasting Action Score if it is from a Spellcaster MO. Any character with the Spellcaster Exceptional Ability may cast spells, but only characters with a Spellcaster MO may add their MO Score to their Spellcasting Action Score.

Specializations #

If your character has taken a Specialization for a particular type of spell, you may add a +1 modifier to their Spellcasting Action Score when casting that type of spell.

Action Score Modifiers #

As with any Action Check, it is up to the player and the Gamemaster to determine if there is anything that improves the character’s chance of success. For each benefit, add a +1 modifier to the Action Score.

Taking Extra Time #

Casting a spell normally takes about six seconds. You may increase your Action Score by taking longer to cast the spell. For each move up the time scale, add a +1 modifier to your Spellcasting Action Score.

Taking 12 hours or more to cast a spell is handled using the Ritual Magic rules, available in the Cool Name RPG Expanded Rules.

Superior Spell Components #

The Gamemaster may allow a +1 modifier if the Spellcaster uses especially rare, appropriate, or high-quality spell components. For instance, casting a fireball using a dragon’s tooth rather than the usual mundane components might earn the character a +1 Action Score modifier.

Ideal Environment #

Magic can create something from nothing, but if the character has direct access to appropriate elements, the Gamemaster may allow a +1 modifier. For instance, the Gamemaster may allow a +1 Action Score modifier if your character casts flame bolt while standing next to a roaring bonfire.

Spell Target #

Every spell requires a Target. The Target can be a person, a space of roughly 5’ x 5’ x 5’, or an object. The one requirement for selecting a Target is you must be able to clearly sense it. Typically, this means you must be able to see the Target, but if you are playing a character that uses some other sense to perceive the world, the Gamemaster may allow you to select a Target using that sense.

Multiple Targets #

It is possible to select multiple Targets with a single spell or cast a spell as an area of effect spell, affecting everything in an area. More information is found in the Building Spells section below.

Spell Duration #

Spell duration is either Instantaneous or One Round.

Instantaneous Spells #

Instantaneous spells typically include spells that reduce Challenge Points or Vitality Points (such as a Firebolt spell), and spells that change the state of the Target (such as a spell to unlock a door). These spells are usually permanent. In other words, the damage from the firebolt spell does not wear off when the spell ends and the door remains unlocked.

Spells that transform something (water to ice) might be Instantaneous if the Gamemaster rules the effect is permanent, otherwise they last until the start of the character’s next Turn, at which point the Target reverts to its previous form (See One Round Spells below.)

One Round Spells #

One Round Spells include (but are not limited to) spells used to perform Assist, Obstruct, Clear, and Aid Actions. Examples include spells that improve a character’s Action Score (such as a spell that makes the Target stronger), add or remove a modifier (such as a spell that makes the ground slippery with grease), or temporarily alter the form of something (such as a spell that makes the Target invisible).

These spells last from the moment the spellcasting is completed to the beginning of the Spellcaster’s next Turn. At that point, the magical effect fades, returning the world to its previous state.

Maintaining Spells #

With the Gamemaster’s permission, Spellcasters may maintain One Round Spells for multiple Rounds. Rather than allowing the spell’s game effect to fade at the start of their next Turn, the Spellcaster can declare they are maintaining the spell.

Maintaining a spell does not require an Action or an Action Check. A Spellcaster may maintain as many spells as they like. For each spell a Spellcaster is maintaining, they add a +1 modifier to all their Difficulty Scores. This includes Recovery and Death Checks.

Ending a Maintained Spell #

The Spellcaster can end a maintained spell at any time without using an Action, even if it is not the Spellcaster’s Turn. Maintained spells also end if the Spellcaster suffers a Wound or is Incapacitated. Once a spell ends, the +1 modifier to the Spellcaster’s Difficulty Scores is removed.

Spellcasting Difficulty Scores #

The Difficulty Score for casting a spell is dependent on numerous factors, some of which are unique to spellcasting. See the Building Spells section below for details on creating spells and determining their Difficulty Scores.

Spell Failure #

If you roll less than the Difficulty Score on a Spellcasting Action Check, the amount you missed by is subtracted from your character’s Vitality Points. The Vitality Points are taken from the Type that matches the group for their Spellcasting Primary Attribute. This means that if you are using Intelligence or Creativity to make Spellcasting Action Checks, on a failure you lose Mind Vitality Points, but if you are using Presence or Awareness for your Spellcasting Action Checks, you lose Spirit Vitality Points.

The effect of Vitality loss from a failed Spellcasting Action Check is handled as per the rules in Chapter 7: Vitality, Wounds, and Healing. If the character’s Vitality Points are reduced to zero, they suffer a Wound and must make a Death Check as per those rules.

Spell Failure Example

Chris rolls the dice for Eldar’s Bolt of Fire spell and gets 6. This is 3 less than the Difficulty Score 9. Eldar has the Wizard MO, so he uses his Intelligence as his Primary Attribute for Spellcasting Action Checks. Since Intelligence is a Mind Attribute, he loses 3 Mind Vitality Points as the magical energy he tried to harness breaks free of his control and tears at the essence of his Mind. This also reduces Eldar to 0 Mind Vitality Points which means he is Incapacitated and suffers a Wound. As per the rules, he will need to make a Death Action Check.

Building Spells #

In this section, we show you how to create the game effect you desire and present new rules unique to Spellcasting. The process of using these rules to create spells is called building spells. You may build your spells on the fly, or you may build spells in advance. Building your most commonly cast spells in advance helps to keep the game moving. The Gamemaster may even allow a +1 modifier to your Spellcasting Action Score when you cast a spell you built in advance.

If you want some spells to get you started, or if you want to see examples of how spells are built, at the end of this chapter you will find pre-built versions of many classic fantasy RPG spells.

Spell Description and Effect #

Before you make your Spellcasting Action Check, describe the spell you want your character to cast. Are you sending a bolt of searing flame racing toward the Target to burn their flesh? Causing a sheet of ice to cover the ground to slow the enemy’s progress? Or creating a ball of light to illuminate a darkened cavern? The better you detail the spell, the easier it will be to build the spell and determine an appropriate Difficulty Score for your Spellcasting Action Check. Of particular importance is describing not only the spell you are casting, but the outcome you want to achieve.

Spell Game Effect #

Where the Spell Description is what the world sees, the spell game effect is how the rules are used to execute your spell using the game mechanics. If you offered a strong description of the spell, it is easy for the Gamemaster to help you determine an appropriate game effect.

Another option is to look over the Action Types described in Chapter 5: Action Types to find the game effect you want to create. Once you know the effect you want, you can dream up a spell that would let you achieve that effect. You can also use the Encounter Actions described in the different Encounter chapters as inspiration.

Spell Description and Game Effect Example

Chris declares that his character, Eldar is going to call upon the ancient powers of the underworld to create a bank of eerie fog that fills the hallway. The desired game effect of the spell is to make it harder for the enemy to target his friends with ranged attacks. The Gamemaster explains this sort of Action is an Obstruct Action, the effect of which is to add a +1 modifier to the Difficulty Score for anyone taking Attack Actions against Eldar’s allies.

Spellcasting Difficulty Score #

Most spells involve using magic to accomplish things typically achieved with mundane Actions. For this reason, the starting Difficulty Score for most spells is determined the same way you determine the starting Difficulty Score for the exact same Action performed without magic. For instance, if you want to use magic to unlock a door, the Gamemaster should set the starting Difficulty Score based on the complexity of the lock, just as they would if a character with the Thief MO were to try the same Action with their lock picks. See Setting Difficulty Scores in Chapter 2: Actions and Action Checks for additional guidance on the standard rules for setting Difficulty Scores.

Mundane Modifiers #

Modifiers to the Difficulty Score that apply when attempting an Action using mundane methods might still apply when using magic. For example, a +1 Difficulty Score modifier to picking a lock because the mechanism is old and rusted might also apply to attempts to unlock the lock using spellcasting. The Gamemaster makes the final determination of what modifiers apply.

Resisted Action Checks #

Spellcasting is sometimes used to perform Resisted Actions. Use the normal rules for determining the starting Difficulty Score for a Resisted Action as described in Chapter 2: Action Checks and Challenges. The most common examples are spells used for Attack Actions. When using spellcasting to perform an Attack Action, use the Target’s appropriate Defense Score as the Difficulty Score, just as you would for a mundane Attack.

Spell Target Difficulty Score Modifiers #

Every spell requires a Target. The Target can be a space of roughly 5’ x 5’ x 5’, a person, or an object. The one requirement for selecting a Target is you must be able to clearly sense it. Typically, this means you must be able to see the Target, but if you are playing a character that uses some other sense to perceive the world, the Gamemaster may allow you to select a Target using that sense.

Distance Modifier #

Spellcasting includes a modifier to the Difficulty Score based on the distance between the Spellcaster and the Target. The modifiers for spellcasting distances are based on the same abstract distance measurements described in Chapter 6: Combat Encounters.

Spellcasting Distance Modifiers
DistanceDS Modifier
Self+0
Reach+2
Across the Room+3
Stone’s Throw+6
Bow Shot+9
Within View+12

The distance of Self only applies when the Spellcaster is casting the spell on themselves or on an object they are carrying. Note that any spell cast on the space where the Spellcaster is standing is treated as Reach distance and may affect the Spellcaster. Spellcasters are not immune to their own spell’s game effects.

Spellcasting adds one additional distance increment, Within View. This is any Target beyond bow shot the Spellcaster can still sense.

Maintained spells remain in effect even if the Spellcaster moves one away from the Target. The Spellcaster does not need to remain within the original casting distance to maintain the spell.

Multiple Targets #

It is possible to select multiple Targets for a single spell. This is different from an Area of Effect spell (described below) which applies the spell’s game effect to everyone and everything within the area of effect. Selecting multiple distinct Targets applies the spell’s game effect only to the selected Targets.

Use the following rules when determining the Difficulty Score for a spell with multiple Targets.

  • Add a +1 modifier to the Difficulty Score for each Target beyond the first.
  • For the Distance Modifier, use the distance to the Target that is farthest away from the Spellcaster.
  • If the spell is being used to perform a Resisted Action or if the Difficulty Score is based on one of the Target’s Scores, use the highest Score among the Targets to set the starting Difficulty Score.

On a successful Spellcasting Action Check with multiple Targets, all the Targets are affected by the spell’s game effect. A maintained spell cast on multiple Targets remains in effect for the Targets, even if a Target moves out of line of sight or farther than the original distance.

Multiple Targets Example

Aria’s companions have all lost some Body Vitality Points during the battle. It won’t be long before one of her friends reaches zero Body Vitality Points and is Incapacitated. Aria decides to use her Spellcasting to attempt to heal her allies with divine power and restore their Body Vitality Points (a Recovery Action).

The Difficulty Score for a Recovery Action is the Target’s total number of Wounds. Since Aria is casting the spell on multiple Targets, she must use the highest Difficulty Score from among her chosen Targets as her starting Difficulty Score. Wargar has three Wounds, the most of anyone in the party, so her starting Difficulty Score for this spell is 3.

ACTION: Cast a Recovery Spell DS 3

Aria is casting the spell on Wargar, Eldar, and Spyder, so she adds a +1 modifier for each Target beyond the first.

ACTION: Cast a Recovery Spell DS 5 (3 + 1 + 1)

Wargar and Spyder are both within Reach of Aria, but Eldar is Across the Room. This is her farthest Target, so she adds a +3 modifier for Distance.

ACTION: Cast a Recovery Spell DS 8 (5 + 3)

The Action Dice are rolled and she gets a total of 10. That’s two over the Difficulty Score giving her an Effect of 2. All three of Aria’s companions regain up to 2 Body Vitality Points.

Area of Effect Spells #

Area of Effect spells apply the spell’s game effect to everything within the Area of Effect. The Spellcaster cannot move the Area of Effect after successfully casting the spell. If they wish to move the Area of Effect, they must end the spell and recast it on a new Target.

Area of Effect Shape #

The Spellcaster must choose one of four shapes for an Area of Effect Spell.

Line: Affects everything in a straight line. The spell’s game effect begins in a space Reach distance from the Spellcaster and extends out to a length of the Spellcaster’s choosing. The line is roughly 1 yard wide and tall.

Cone: Affects everything in a cone or fan shaped area. The spell’s game effect begins in a space Reach distance from the Spellcaster and extends out to a length of the Spellcaster’s choosing. The cone’s diameter at the end may not exceed a size one increment smaller than the selected length.

Sphere: Affects everything in a sphere. The center of the sphere is a 5’ x 5’ x 5’ space of the Spellcaster’s choosing, and that space serves as the Target when determining the distance modifier. The Spellcaster chooses the sphere’s diameter.

Plane: A circle of game effect spread over a flat plane, typically a floor, wall, or ceiling. The center of the circle is a roughly 5’ x 5’ space of the Spellcaster’s choosing, and that space serves as the Target when determining the distance modifier. The Plane shape is typically only used for spells that coat a surface, such as a coating of ice, grease, or water.

Area of Effect Spellcasting Difficulty Score #

The starting Difficulty Score for an Area of Effect spell is calculated as follows:

Modifier for Distance to Target
+ Modifier for Length or Diameter
= Area of Effect Spellcasting DS

Distance: For Line and Cone shapes, the Target is always a space Reach distance from the Spellcaster. For Sphere and Plane shapes, the Spellcaster chooses the Target space.

Length/Diameter: For all shapes, the Spellcaster chooses the size of the spell, selecting a length or diameter from the distance increments listed on the Spellcasting Distance Modifiers table. Keep in mind that everything in the Area of Effect, including the Spellcaster, are affected by the spell’s game effect.

Lightning Bolt Example

Early in the combat, Eldar decides to fire a bolt of lightning down the hall at his enemies. He wants to hit all the enemies in the hall, so he casts it as a Line shaped Area of Effect spell. The Target space for a Line spell is always a space Reach away from the Spellcaster, so this adds +2 to the Difficulty Score. Eldar wants the lightning to extend out to a Stone’s Throw Away, so that adds +6.

ACTION: Cast Lightning Spell (AOE Line) DS 8 (2 Reach Distance + 6 Stone’s Throw Length)

Fireball Example

Later, the party is battling bandits in the badlands. A group of archers are behind a wagon a Stone’s Throw Away, firing arrows at the characters. Eldar wants to drop a fireball on the bandit archers. Since the archers are a Stone’s Throw Away, this adds +6 to his Difficulty Score. Fortunately, the bandits are clustered in a space no bigger than Across the Room, so Eldar chooses Across the Room for the fireball’s diameter. This adds +3 to the Difficulty Score

ACTION: Cast Fireball (AOE Sphere) DS 9 (6 Stone’s Throw Distance + 3 Across the Room Diameter)

Divine Inspiration Example

Aria and her companions have hired a troupe of dancers to perform with them at the King’s coronation. It’s exceptionally important to the characters that this performance go well, so Aria decides to call upon her god to provide the dancers with divine inspiration. Aria’s player wants Aria to use Spellcasting to perform an Aid Action that benefits everyone within the Area of Effect. Since Aria is performing at center stage, she casts the spell on herself. Range of Self doesn’t add anything to the Difficulty Score. The other performers are scattered around the stage, a space roughly the size of Across the Room in diameter, so she selects Across the Room as the spell’s diameter. This adds +3 to the Difficulty Score.

ACTION: Cast Divine Inspiration (AOE Sphere) DS 3

The Gamemaster declares that casting this spell while dancing adds a +1 modifier to the Difficulty Score.

ACTION: Cast Divine Inspiration (AOE Sphere) DS 4 (3 + 1 distraction modifier)

Aria rolls to cast the spell. If she succeeds, Performance Action Checks made by anyone within the Area of Effect will have a +1 modifier applied to their Action Score as the holy energies of Aria’s god inspire them to greatness. If anyone moves beyond the Area of Effect, they will lose this benefit, but they regain the modifier if they move back into the spell’s Area of Effect. Aria may choose to maintain her spell for the entire performance, but then her own Action Checks will have a +1 modifier applies to the Difficulty Scores.

Barriers #

Depending on the spell’s description and the spell’s game effect, barriers like walls or furniture may block the spell’s game effect. It is up to you and the Gamemaster to determine if a barrier blocks the spell’s game effect enough that a character, object, or NPC within the Area of Effect is unaffected by the spell.

Resisting Area of Effect Game Effects #

Area of Effect spells, regardless of the chosen game effect, are Resisted Actions. On a successful Spellcasting Action Check, affected Targets must make an Action Check to resist the spell’s game effect, with a Difficulty Score equal to the spell’s Effect, that is the amount by which the roll exceeded the Difficulty Score. If the roll to resist succeeds, the Target does not suffer the spell’s game effects. In addition, on a success the Target may immediately move out of the spell’s Area of Effect without using an Action.  If the Target rolls lower than the Difficulty Score, they suffer the spell’s game effect.

The Primary Attribute used to resist an Area of Effect Spell is determined by the Gamemaster and depends on the spell. To avoid falling on a slippery sheet of ice, the Gamemaster might require a Coordination Action Check. To avoid taking damage from an exploding fireball, however, the Gamemaster might call for a Dodge Defense Action Check. See Chapter 6: Combat Encounters for more information on Area of Effect in combat.

If an NPC or character within a spell’s Area of Effect is willing to accept the spell’s game effect, they do not need to roll to resist. This typically arises for spells that heal, protect, or enhance the characters.

When to Resist Area of Effect Spells #

Those affected by an Area of Effect spell (and thus needing to resist any harmful game effects) include:

  • Targets within the Area of Effect when the spell is successfully cast.
  • Targets that Move into or through the Area of Effect of a Maintained Area of Effect Spell on their Turn.
  • Targets that begin their Turn on the following Round inside the Area of Effect of a Maintained Area of Effect spell.

You never suffer from, benefit from, or need to resist an Area of Effect game effect more than once each Round, and you are only impacted by the spell’s game effect once each Round.

Remember that Area of Effect spells impact everyone and everything within the area of effect, living or non-living, friend or foe. If you want to cast a spell that only affects specific combatants, use the rules for casting a spell with Multiple Targets.

Targets Affected Example

On Initiative 8, Eldar casts an Area of Effect spell that fills a room with a cloud of acidic gas. As soon as the spell is cast, every NPC, character, or object within the Area of Effect rolls to resist the spell’s game effect, including the goblins’ orc commander. The orc commander fails to resist the spell’s game effect and loses 3 Challenge Points as the acid burns his flesh.

The orc commander takes his Turn on Initiative 3 of the same Round. The orc commander does not need to resist the spell’s game effect again, since he already resisted the spell’s game effect once this Round. If Eldar maintains the spell and the orc commander remains inside the Area of Effect, he will need to resist the spell’s game effect again on his Turn next Round.

On Initiative 1, the bumbling goblin messenger rushes into the room to deliver a message to the orc commander. The goblin has moved into the Area of Effect and has not rolled to resist yet this Round. He must roll to resist the spell’s game effect immediately. If the spell is maintained and the goblin messenger is still within the Area of Effect on his next Turn, he will have to resist again next Round on Initiative 1.

Maintaining Area of Effect Spells #

Both Instantaneous spells and One Round spells may be cast as Area of Effect spells, but you must declare your intention before you cast the spell and the Gamemaster must approve.

For Instantaneous Area of Effect spells, all the NPCs, characters, and objects within the Area of Effect must resist the spell’s game effect the moment the spell is successfully cast. Once all resistance Action Checks are completed, the spell’s game effect ends.

For One Round Area of Effect spells, the spell’s game effect remains until the beginning of the Spellcaster’s next Turn. Casting an Area of Effect spell as a One Round spell adds a +1 modifier to spellcasting Difficulty Score.

With the Gamemaster’s permissions, One Round Area of Effect spells may be maintained. See Maintaining Spells earlier in this chapter for more information on maintained spells.

The shape, position, and size of a One Round or Maintained spell may not be changed after casting. To change any of these attributes, the Spellcaster must recast the spell on a future Turn.

Multiple Game Effects #

A spell may only have a single game effect. If you want additional game effects, you must maintain the first spell and then cast additional spells to achieve the other game effects. All the normal rules for maintaining spells and determining spellcasting Difficulty Scores apply.

Multiple Game Effects Example

Eldar wants to perform a Grab Action on the orc commander by animating the vines around the commander’s feet and then have the vines squeeze the commander to reduce his Challenge Points.

To accomplish this, Eldar must cast Animate Vines to perform the Grab Action on his first Turn. If this succeeds, on his next Turn Eldar may maintain the spell that executed the Grab and then cast Animate Vines again to squeeze the orc, using his spellcasting to perform a Harm Action.

Although this is handled using two consecutive spells, from a story perspective, the vines animate and wrap tightly around the orc on the first round and start squeezing on the second round.

Building Classic Spells

Some classic fantasy roleplaying spells seem a bit tricky to build. The following is guidance specific to these classic spells.

Clairvoyance / Clairaudience

Spells that allow the character to see or hear something happening at a distant location are limited to line of sight. This allows listening in on a conversation across the room, seeing what is going on inside the castle on the horizon, and spying on a band of goblins across the field.

To spy on a location to which you do not have line of sight, you must cast the spell on an object or person, and then get the object or person to the place you want to see or hear. For instance, you might cast the spell on a mirror where you know an important meeting is about to take place. The Spellcaster will need to enter the room and cast the spell on the mirror, and then move to a hidden location to observe your quarry while maintaining the spell.

Detection Spells

Detection Spells also require line of sight and are typically cast as Area of Effect spheres. For subjects of the Detection Spell that are hidden, inside containers, on the other side of walls, or otherwise obscured, the Gamemaster should assign a Difficulty Score to detect the target that matches the Difficulty Score to find or sense the same item by mundane means. If the Detection Spell’s Effect matches or exceeds the Difficulty Score set by the Gamemaster, the caster can detect the item.

Flight and Levitation

The most common reason for casting a fly spell is to reach someplace high up. Assuming a person had the right tools and conditions to perform the action by mundane means, what level of skill is required? Determine the Difficulty Score normally based on this assessment. For instance, if the Spellcaster is just flying to the top of a small cliff, climbing it by mundane methods might only require novice (DS 3) skill so the spell’s Difficulty Score should start at DS 3.

On the other hand, let’s say the character wants to reach a magic castle floating 100 feet overhead. Reaching the castle by mundane methods would probably require them to free climb a rope hanging from the bottom of the castle. That’s pretty tricky, and the Difficulty Score should reflect this. The Gamemaster may even declare that reaching the castle is a Challenge with Challenge Points, and the Effect of a successful Spellcasting Action Check will represent the Spellcaster’s “speed,” reducing the Challenge Points by the Effect each Round, and only reaching the castle after enough Rounds pass that the Spellcaster reduces the Challenge Points to zero.

Invisibility

True invisibility will have a very high Difficulty Score. Imagine someone trying to do the same thing by mundane means. What level of skill is required to prepare camouflage or a disguise that is so perfect, the person could walk across a room and people won’t see them? Maybe Expert level disguise skills which is DS 12? Or even Master level skill making it DS 15? The environment likely comes into play as well. Moving invisibly through heavy brush is much easier than moving invisibly through an empty ballroom.

On the other hand, if the character wants to cast invisibility to make sneaking across a room easier, it might be a standard Assist Action. This might represent imperfect invisibility that makes it harder to spot the character, but has flaws or tells that make the Target detectable.

Teleportation

Most of the time, characters use teleportation to either reach a place instantly or one that is difficult to access. If attempting to reach a difficult to access location, set the Difficulty Score as described above for flight spells. Just keep in mind that like all spells, teleportation is limited to line of sight.

If the goal is to move to another place instantly, however there is no mundane analog. Assuming there isn’t anything stopping the character from reaching the location, simply use the standard distance modifier.

A final reminder…

The most important thing for the Gamemaster to remember is that if they set excessively high Difficulty Scores, Spellcasters will just use mundane means to do the same thing. If casting a Light Spell is difficult and dangerous, the Spellcaster will just use a lantern. That is, frankly, pretty dull. Magic is awesome and it’s what makes Spellcasters special. The Gamemaster should always keep this in mind when setting Difficulty Scores.

Option: Spellcasting Skill Based Difficulty Scores

Sometimes it either doesn’t make sense or eats up too much game time to try to come up with a Difficulty Score based on using mundane means to achieve the same outcome. If you need a Difficulty Score quickly, ask yourself what level of Spellcasting experience a Spellcaster needs in your game world to cast this sort of spell, and then use the standard Difficulty Score Table to find a score. A simple light spell might be something every novice (DS 3) Spellcaster can pull off while teleportation might require professional (DS 9 plus a modifier of the distance) levels of skill.

When using this method, think about how common you want certain types of magic to be in your world. If anyone with the ability to cast spells, regardless of training, can light a candle and create light, then this might be something even an unskilled (DS 2) Spellcaster can achieve. If, on the other hand, every spell requires years of study and experience, even a simple light spell might require a skilled (DS 6) spellcaster.

Spell List #

The following are pre-built spells using the rules described above. Each entry includes the following spell traits:

  • Name: The name of the spell.
  • Distance: The spell’s maximum range.
  • Area of Effect: If the spell is an Area of Effect spell, this shows the size and shape of the spell.
  • Target: The Target of the spell.
  • DS: The starting Difficulty Score for the spell.
  • Duration: Whether the spell has an instantaneous effect or one round (1R), and if it may be maintained (+M).
  • Casting Time:The amount of time needed to cast the spell.
  • Description A description of the spell and the spell’s game effect.
  • Components The spell components typically used to cast this spell.

Note that you can modify any of these spells using the spellcasting rules. The purpose of creating spells in advance is to speed up play by having your most commonly cast spells ready to go. We also include a short design note for each spell, describing how we used the rules to create it.

Animate Vines #

Distance:Across the Room
Target:One NPC, character, or object
DS:3 + Target Body Defense
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:A palm-sized wreath of woven vines
 

The Spellcaster causes vines to spring from the ground and wrap around the Target. On a successful Spellcasting Action Check, the Target is Grabbed by the vines as per the Grab Attack Action described in Chapter 6: Combat Encounters.

Once the Target is Grabbed, all the standard rules for a Grab apply. The Spellcaster may make Animate Vines Spellcasting Action Checks on later Turns to attempt to Drag, Harm, Restrain, or perform any other allowed Action with a Grabbed opponent.

Animate Vines Design Note

With this spell, the Spellcaster is performing a standard Attack Action (Grab) using magic instead of their physical abilities.

Arcane Bolt #

Distance:Across the Room
Target:One living creature
DS:Target Defense + 3
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:A small chip of lapis lazuli
 

A bolt of blue energy streaks from the Spellcaster’s fingertips toward the target. The spell reduces the target’s Challenge Rating or Body Vitality by the Effect. Armor (Body) protects.

Arcane Bolt Design Note

This is a standard Ranged Attack (Body), just like when a character fires a bow, but accomplished with magic.

Arcane Shield #

Distance:Self
Target:Self
DS:Your Block Score
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:A miniature shield carved from a chip of oak
 

A glowing medium shield of a design chosen by the caster appears on the Spellcaster’s arm. This shield allows the Spellcaster to use the Block Defense with a modifier to their Block Defense Score equal to the Effect. The maximum Effect is equal to your Spellcasting Primary Attribute.

Arcane Shield Design Note

Based on Assist, this is a variation on the Defend action described in the Chapter 6: Combat Encounters. It was decided that giving a character a Block Defense was a reasonable advantage to offset the risk inherent in spellcasting.

Bull’s Strength #

Distance:Reach
Target:One living creature
DS:Target’s Str + 2
Casting Time:Major Action (6 seconds)
Duration:Maintained
Components:A pinch of bull’s hair or a chip of bull’s horn
 

The Spellcaster increases the Target’s Actions Scores for Strength Action Checks by the Effect. The maximum Effect is equal to your Spellcasting Primary Attribute. A red nimbus which vaguely resembles a bull or minotaur surrounds the recipient.

Bull’s Strength Design Note

This spell is based on the Assist Action. Normally, an Assist is limited to a particular Action, rather than a class of Actions. We felt that the risk involved in spellcasting and the cost of maintaining the spell offset the advantage of benefiting all Strength-based Action Checks.

Fear #

Distance:Across the Room
Area of Effect:Across the Room (Sphere)
Target:Target Space
DS:6
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:A pinch of crushed bone and dried blood
 

The Spellcaster rubs the mixed bone and blood between their palms. On a successful Spellcasting Action Check, all living creatures in the Area of Effect must make a Spirit Defense Action Check with a Difficulty Score equal to the Spellcaster’s roll. If they fail, the amount they missed by is subtracted from their Spirit Vitality or Challenge Points. Armor (Spirit) reduces the Vitality or Challenge Point Loss.

If their Spirit Vitality or Challenge Points are reduced to zero, they are overcome with fear. The only Action they may attempt on their Turn is the Withdraw Action. The condition persists for Rounds equal to the Effect of the Spellcasting Action Check. The damage from this spell does not cause Wounds.

Characters may perform a Recovery Action on allies stricken with fear. If the Target’s Spirit Vitality is restored to 1 or more, they overcome their fear.

Fear Design Note

Since scaring someone is just a way to remove them from combat without killing them, we treated this spell as a standard Attack against the victim’s Spirit.

To properly reflect the spell’s desired outcome of defeating without killing, we bent the rules slightly to remove the possibility of taking Wounds. This makes sure no one ever dies from a Fear spell. This softening of the outcome is offset by the fact that characters reduced to zero Spirit Vitality by a Fear spell are attempting to Withdraw rather than Incapacitated, a slightly worse outcome than normal for reaching zero Spirit Vitality.

Fireball #

Distance:Across the Room
Area of Effect:Across the Room (Sphere)
Target:Target Space
DS:6
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:A coal from a blacksmith’s forge
 

The Spellcaster blows on the coal which causes it to glow red, then throws the coal at the Target Space. On a successful Spellcasting Action Check the coal explodes into a ball of fire with an area of effect of Across the Room. All living creatures within the area of effect must make a Dodge Action Check with a Difficulty Score equal to the Spellcaster’s roll. If they fail, the amount they missed by is subtracted from their Body Vitality or Challenge Points. Armor (Body) reduces the Vitality or Challenge Point Loss.

Flammable objects within the area of effect may ignite at the Gamemaster’s discretion.

Fireball Design Note

This is a standard Ranged Attack Action with an area of effect using magic instead of a mundane weapon.

Grease #

Distance:Across the Room
Area of Effect:Across the Room (Plane)
Target:Target Space
DS:6
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:An egg-sized pottery jar of cooking grease
 

The Spellcaster throws the jar at the space where they want to center the spell’s effect. The area of effect is covered with a coating of slippery grease. While the spell is maintained, moving through the greased area requires a Major Action.

Grease Design Note

This spell uses the rules for the Slow Action to make it difficult for opponents to cross the area of effect. Although the grease is created magically, just like the normal Slow Action Type. mundane solutions for crossing the grease still work, such as throwing sand on it or a board across it.

Players might want to try variations on the spell, such as a greased area that acts as an Obstruct Action, adding +1 all Difficulty Scores for Actions performed within the area of effect that require solid footing.

Heal Wounds #

Distance:Reach
Target:One character
DS:8 + Target’s Number of Wounds
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:A bit of willow bark soaked in alcohol
 

The places the willow bark on one the Target’s forehead and uses magic to heal a single wound of a pre-selected type. The Difficulty Score is 8 + the number of wounds the character has of the type (Body, Mind, or Spirit) you wish to heal. On a successful Spellcasting Action Check, one of the character’s wounds of that type is healed.
Heal Wounds Design Note

With this spell, the Spellcaster is performing the standard Heal Wounds Action described in Chapter 7: Vitality, Wounds, and Healing using magic.

Light #

Distance:Self
Area of EffectAcross the Room (Sphere)
Target:Carried Item
DS:6
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:A pinch of sulfur

The Spellcaster touches a small object, causing it to glow with a brightness equal to a lit torch.

Light Design Note

The measurable game effect of this spell is a Clear Action to remove modifiers for darkness or dim light. It also provides the usual benefits of allowing the characters to see in dark places. We felt the spell is one where a Novice Caster would have a good chance of success (DS 3) and the Across the Room Area of Effect adds an additional 3 to the Difficulty Score (DS 6).

Mage Hand #

Distance:Reach
Target:One Object
DS:3
Casting Time:Major Action (6 seconds)
Duration:One Round Maintained
Components:A two-inch long, quarter-inch diameter maple rod tied with five red silken strings
 

The Spellcaster summons an ethereal hand to perform a simple physical task such as opening a door, pulling a lever, or moving a non-living object of 20 pounds or less. The ethereal hand cannot be used against NPCs, characters, or other living Targets, although with the Gamemaster’s permission it could be employed to button up a person’s coat or untie their shoelaces. It may not be used for anything that requires an Action Check.

Mage Hand Design Note

Mage Hand is a classic wizard’s tool, used for everything from opening doors to summoning spellbooks from across the room. Since it’s just an Interact Action used to perform simple tasks at range and may not be used for Action Checks, the only thing included in the Difficulty Score is the Distance modifier.

Recovery (Body) #

Distance:Reach
Target:One character
DS:2 + Target’s Total Number of Wounds
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:Two tea leaves

The Spellcaster crushes the leaves and sprinkles them over the Target’s body. On a successful Spellcasting Action Check, the Target recovers a number of Body Vitality Points equal to the Effect of the spell up to their maximum.

Recovery Design Note

This is the standard Recovery Action Type performed using magic instead of mundane skills.

Sleep #

Distance:Across the Room
AOE:Across the Room (Sphere)
Target:Space
DS:6
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:A pinch of fine purified sand
 

The Spellcaster throws the sand out in an arc in the direction of their Target. On a successful Spellcasting Action Check, all living creatures in the Area of Effect must make a Mind Defense Action Check with a Difficulty Score equal to the Spellcaster’s roll. If they fail, the amount they missed by is subtracted from their Mind Vitality or Challenge Points. Armor (Mind) reduces the Vitality or Challenge Point Loss. If their Mind Vitality or Challenge Points are reduced to zero, they fall into a deep slumber for a number of hours equal to the Spellcasting Action Check’s Effect. The damage from this spell does not cause Wounds.

Characters may perform a Recovery Action on sleeping allies. If the Target’s Mind Vitality is restored to 1 or more, they awaken.

Sleep Design Note

Since putting someone to Sleep is just a way to remove them from combat without killing them, we treated this spell as a standard Attack against the victim’s Mind. It is a spherical Area of Effect spell with a diameter of Across the Room, so the starting Difficulty Score is 3. The maximum Distance for the Target Space of the spell is also Across the Room, so that adds an additional 3 to the Difficulty Score for a total of DS 6.

To properly reflect the spell’s desired outcome of defeating without killing, we bent the rules slightly to remove the possibility of taking Wounds. This makes sure no one ever dies from a Sleep spell. This softening of the outcome is offset by the fact that characters reduced to zero Mind Vitality by a Sleep spell are Asleep rather than Incapacitated, a slightly worse outcome than normal for reaching zero Mind Vitality.

Turn Undead #

Distance:Across the Room
Area of Effect:Across the Room (Sphere)
Target:Target Space
DS:6
Casting Time:Major Action (6 seconds)
Duration:Instantaneous
Components:A prominently brandished holy symbol
 

The Spellcaster brandishes their holy symbol and calls on their chosen god. On a successful Spellcasting Action Check, all undead creatures in the Area of Effect must make a Spirit Defense Action Check with a Difficulty Score equal to the Spellcaster’s roll. If they fail, the amount they missed by is subtracted from their Spirit Vitality or Challenge Points. Armor (Spirit) reduces the Vitality or Challenge Point Loss. The holy symbol is not consumed.

Turn Undead Design Note

Turn Undead is just an area of effect Attack. The fact that the spell only affects undead is as helpful (won’t hurt allies) as it is a detriment (won’t hurt non-undead enemies), so we decided the pros and cons balance each other out and no additional modifiers were required

Updated on October 20, 2024
Social EncountersCharacter Creation
Table of Contents
  • Spellcasting Basics
    • Action Scores
    • Difficulty Score
      • Normal Tools and Conditions
    • Spells as Stunts
    • And that's how magic works...
  • Spellcasting Requirements
    • Magical Talisman
    • Spell Components
    • Normal Conditions
    • Line of Sight
  • Spellcasting Action Check
    • Primary Attribute
    • MO
    • Specializations
    • Action Score Modifiers
      • Taking Extra Time
      • Superior Spell Components
      • Ideal Environment
  • Spell Target
    • Multiple Targets
  • Spell Duration
    • Instantaneous Spells
    • One Round Spells
      • Maintaining Spells
      • Ending a Maintained Spell
  • Spellcasting Difficulty Scores
  • Spell Failure
  • Building Spells
    • Spell Description and Effect
      • Spell Game Effect
    • Spellcasting Difficulty Score
      • Mundane Modifiers
      • Resisted Action Checks
    • Spell Target Difficulty Score Modifiers
      • Distance Modifier
      • Multiple Targets
    • Area of Effect Spells
      • Area of Effect Shape
      • Area of Effect Spellcasting Difficulty Score
      • Barriers
      • Resisting Area of Effect Game Effects
      • When to Resist Area of Effect Spells
      • Maintaining Area of Effect Spells
    • Multiple Game Effects
  • Spell List
    • Animate Vines
    • Arcane Bolt
    • Arcane Shield
    • Bull’s Strength
    • Fear
    • Fireball
    • Grease
    • Heal Wounds
    • Light
    • Mage Hand
    • Recovery (Body)
    • Sleep
    • Turn Undead
  • Login
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