Back to rpg

Altering spells

Altering range...

Each spell (or prayer) comprises a set of attributes that describe its modus operandi. These attributes are

The last one is a special attribute that determines how difficult the spell is to cast in its standard form. The standard form of a spell may be altered to increase or decrease its difficulty. Range, duration, area of effect, saving throw and damage (if any) may be altered. Using the dimensional tables each deviation of one up or down of one row change the difficulty by one. There is no maximum but a minimum will be reached. Saving throws are a special case; To increase the saving throw by 1 place increases the difficulty by the number of points to achieve the next success level.

If any of the attributes of the spell need to be altered the basic spell difficulty will change appropriately. No single attribute may be reduced by more than 5 places as this would significantly change the operation of the spell. Neither may any spell have a final difficulty of more than 2 under it's initial difficulty since the action and combination of spell components determines the base difficulty.

E.g. To change the range of a magic missile from 10 yards to 15 yards would increase the difficulty by 1. Decreasing it to 4 yards would simplify it by 2.

To raise an effect from 1 person to 2 people is an increase of 2 difficulty points. To reduce it from 2 to 1 is a decrease of 1 place only.

Value / People
Time
Weight
Distance
Area
rad - sq
Volume
0 Instant Feather Touch Self Self
1 1 round 1 lb 10 feet 10' sq / radius 10' cube
1.5 (1) 11.5'
2.5 (2) 8 yards 15' 13.5'
4 20' 15'
6 1 minute 20 yards 25' 18'
10 100 feet 30' 21.5'
15 1 stone 40' 25'
25 4 minutes 50' 29'
40 60' 34'
60 10 minutes Hobbit 200 yards 80' 39'
100 15 minutes Hundredweight 1000 feet 100' 46'
Due to the odd method of counting time the hours and days scale are only rough approximations to be used when moving from the lower end of the scale. If the spell has a base duration measured in hours or days use the top of the table but replace seconds with hours or days and count the time using the value column.

A wizard may only alter a spell attribute by 1 place per level he has in the specific magic realm, priests can do it by one place per faith point.

Saving throws may not be directly affected, however by decreasing the difficulty of the spell the saving throw required is likely to go up.

Adding power points

Occasionally it is known that the spell is unlikely to function correctly on a normal roll. This might be when trying to achieve a long distance charm. In this situation additional power points may be added to the spell. If enough power points are added to increase the level of the spell by 1 then the difficulty may be reduced by 5 or the damage level increased by one. Thus a charm could be increased from 25 feet to 250 feet with the same chance or a magic missile changed from damage level 1 to 2. The restriction when increasing the power of the spell is that caster must be capable of casting spells in all affected categories at the increased level.

If the damage level is increased the difficulty is also increased by one.

Confinement

Wizards may confine spells so that a delayed action results allowing the caster time to leave the area. The amount of delay must be stated at the time of casting. Putting a delay on a spell increases the level of the spell by one for every
   (10 - spell level) minutes of delay
Casting at a higher level than allowed The level that a mage has gained in a class of magic not only dictates their knowledge of that specialisation but also how much of that type of power they can safely control. Mages can deliberately use more power than their safe limit but a wild surge may result.

 Back to rpg