The Gramarye
|
| Cost | Spell Effect Is: |
| +0-1 | Mediocre |
| Breaking: Shatter fragile material (crystal). Cause minor discomfort. | |
| Communication: Speak local dialect of known language. Empathy. | |
| Control: Cause target to sneeze or itch. | |
| Creation: Simple illusion (simple stationary image or sound). | |
| Enhancement: Amplify voice. Make a person beautiful. Repair fragile material. | |
| Healing: Relieve minor fatigue or Scratches. Heal minor infection. | |
| Knowledge: Provide information obtainable through simple observation. | |
| Movement: Cause fire to spread more rapidly. | |
| Protection: Shield from weather. Act as cloth armor. | |
| Transformation: Make a man look like another man. |
| +2-3 | Fair |
| Breaking: Shatter or tear soft material (leather, wood). | |
| Communication: Speak unknown language. Telepathy with like mind. | |
| Control: Cause target to do something it's inclined to do. | |
| Creation: Detailed illusion (stationary person). | |
| Enhancement: Temporarily increase one of target's attributes by one level..Repair soft material. | |
| Healing: Cure major infection or minor disease. | |
| Knowledge: Provide information obtainable through simple mundane means. | |
| Movement: Move something telekinetically. Allow target to levitate. Allow target to cling to walls like a spider. Cause target to travel faster. | |
| Protection: Shield from severe storm and light weapons. | |
| Transformation: Turn a man into a goblin. |
| +4-7 | Good |
| Breaking: Shatter resistant material (stone, bone, fragile metal). | |
| Communication: Speak with being with no language (animals). Telepathy with alien mind. | |
| Control: Cause target to do something it's mildly against. | |
| Creation: Complex illusion (person or dragon fighting). | |
| Enhancement: Temporarily increase one of target's attributes by two levels. Repair resistant material. | |
| Healing: Cure major disease or poison. | |
| Knowledge: Provide information the caster could have obtained through complex, lengthy, or dangerous mundane means. | |
| Movement: Allow target to fly. Allow target to walk through walls. | |
| Protection: Shield from heavy weapons. | |
| Transformation: Turn a man into a mouse. |
| +8-15 | Great |
| Breaking: Shatter hard material (hardened metal). | |
| Communication: Speak with spirits, trees, or rocks. | |
| Control: Cause target to do something it's strongly against. | |
| Creation: Very complex illusion (band of knights fighting a dragon). | |
| Enhancement: Temporarily increase one of target's attributes by three levels. Repair hard material. | |
| Healing: Reattach severed limbs. | |
| Knowledge: Provide information the caster could not have obtained otherwise. | |
| Movement: Allow target to move from one location to another instantly. | |
| Protection: Shield from most weapons. | |
| Transformation: Turn a man into stone. |
| +16-31 | Superb |
| Breaking: Shatter mythical material (mithral). | |
| Communication: Speak with extra-planar being | |
| Control: Cause target to do something it would never do under its own will. | |
| Creation: World-altering illusion (change entire setting). | |
| Enhancement: Temporarily increase one of target's attributes by four levels. Repair mythical material. | |
| Healing: Regrow severed limbs. | |
| Knowledge: Provide information no one could have obtained otherwise. | |
| Movement: Allow target to move from one plane to another. | |
| Protection: Shield from most magical effects. | |
| Transformation: Turn a man into living stone. |
| +32- | Legendary |
| These spells are earth-shaking and rare. They destroy powerful entities, wreck nations, sink continents, and unleash terrible evils on the world. |
(add all that apply to specific spell's mana cost)
Change the number of targets or area covered:Note: A spell that affects multiple targets should not be selective; it affects everyone in the area in which it is cast. In other words, the mage shouldn't get to selectively shoot multiple targets for +1 mana to avoid casting the spell once for each target.
Each level of the Time Chart is a rough approximation of five times the previous level. Use this chart to determine time modifiers both for spell duration and casting time.
1 level = 2 mana or 1 Difficulty Level.
Extending the duration of a spell is at the GM's option; some spells are too powerful or make no sense if they last longer than a moment.
Props are things the mage does or uses to help make the spell work. Props may take the form of rituals, invocations, and gestures; or they may be physical props that apply the magical laws of Similarity, Contact, or Sacrifice to provide the caster with mana bonuses.
Physical props are normally consumed in the casting of the spell. To create a prop that is not consumed by the casting, the mage must enchant it. (See Making Sources of Power and other Wizard Tools.)
A ritual is something the caster does to cast the spell before he actually begins casting. Sample portions of rituals include fasting, special cleansing or confession, performing a special service or quest, praying at a specific location, etc. A simple ritual grants the mage a +1 mana bonus. The more involved and inconvenient the ritual, the greater the bonus the GM should award.
Invocations are magical words or prayers spoken aloud during casting. Gestures are magical signs or motions made by the caster with his hands or body during casting. To cast a spell with neither gestures nor invocations doubles the mana cost. (Casting a spell with both provides no bonus.)
The mana cost of a spell can be paid for, in part or whole, by applying the Laws of Similarity, Contact, and Sacrifice. The Law of Similarity says that similar things affect each other, like produces like, or effect resembles cause. The Law of Contact says that things once in contact with each other still have an effect on each other when they are separated. The Law of Sacrifice says that giving up something of value to the caster or the target makes the magic more likely.
To apply the Law of Similarity, one must use material components that are similar to the desired effect. Examples are a feather for a flight spell, a bit of sulfur for create flame, a drawing of a wolf to summon a real wolf, a twig to be broken during casting for a spell that breaks down the wooden castle gate, etc.
The Law of Similarity depends completely on world-view. If the mage does not view a particular item as being relevant to his spell, then that item is not Similar, regardless of the knowledge the player has. For instance, the player may know that sulfur burns readily, but if his character knows nothing of this, a pinch of sulfur will do nothing for his flame spells.
To apply the Law of Contact, one must use material components that have once been in contact with the target of the spell; the longer or more personal the contact, the better. Examples are the victim's hair and nail parings used in a death spell, a piece of jewelry worn by an enemy in a spell of defense to protect the mage from that enemy, a piece of the castle gate to be broken with a spell, etc.
To apply the Law of Sacrifice, the component must be of personal value to either the caster or the target of the spell and fulfill one of the other Laws. Examples are a family ring, a lover's lock of hair, the tooth of a dragon, etc. (A dragon's tooth is valuable to the caster if he had to go to great pains to get it. It is hardly valuable if he walked down to the corner store and picked one out of a bowl full of them.)
The same object may meet the requirements of both of the first Laws, such as hair clippings used on a voodoo doll. The hair of the victim fulfills the Law of Contact while the doll itself fulfills the Law of Similarity. Using props will provide extra mana for the spell. The caster may use as many different props as the GM feels reasonable, but duplicates (props that serve identical functions) are generally disallowed.
Base value: Similar prop (Law of Similarity): +1 mana Contagious prop (Law of Contact): +2 mana Value multiplier (multiply by base value): Worthless: x 1 (the feather of a sparrow) Minor value: x 2 (the feather of an eagle) Major value: x 3 (the feather of a gryphon) Priceless: x 4 (the feather of unique creature) Personal meaning bonus (add to multiplier): Meaningless to owner: +0 (hair clippings) Minor meaning to owner: +1 (a ring) Major meaning to owner: +2 (a ring given by a lover) Priceless to owner: +3 (a hand, severed)
Example: Using a gold chain stolen from the target, given to him by his wife on their wedding night, a mage casts a spell of Binding (mind control) on his target. Since the mage is binding (chaining) the target to his will, the chain is Similar (+1); since the target wore it, it is Contagious (+2). The chain is of minor value but has major meaning to the owner (x 4). The total value of the chain is 3 x 4 = 12 (the amount of mana it contributes to the spell -- a powerful prop!). If the chain has been enchanted properly, it can be used more than once; otherwise it is destroyed (or made magically worthless).
Example: As previously stated, Baldor needs 9 mana to cast his Fireball spell, but he has only 6. Luckily, he has with him a supply of small balls of bat guano mixed with sulfur, made just for this purpose. These are Similar (they burn readily) and gain him +1 mana. But he is still 2 mana short and cannot cast the spell without finding another source of mana. Fortunately for Baldor, he has a 2-point mana stone (see Making Sources of Power, p. 93) to make up the difference.
To begin casting a spell, the mage must have the desired components at hand, be able to recite or perform any incantations or gestures, and have the necessary mana available.
Once he has started casting the spell, an unintentional interruption of the spell results in failure as though he had failed his skill roll. If the mage is wounded, he should make a Willpower (or similar) check to avoid interruption (wound penalties apply; -1 for Hurt, -2 for Very Hurt). The mage may voluntarily release the spell at any time before actually finishing it at no penalty. The source of mana -- whether the mage himself or some other source -- does not recover mana while casting a spell. When the spell is complete, the player must make a skill check against the Difficulty of the spell for the spell to succeed.
Once cast, the mage may "hold" the spell and not release it right away. It costs 1 mana every five combat rounds to hold a spell, during which time the mage may cast no other spells and he, or any device providing him mana, regains no mana.
Spells normally do not require a to-hit roll and get no bonuses to damage for relative degree of success, that being the nature of magic. A spell either does its damage or it does not. If the GM desires, she may require to-hit rolls for all targeted spells and may allow increased damage based on the relative degree.
If a spell may have an extended duration, the mage may continue to maintain that spell at a cost of one mana per base time unit of the spell. The base time unit is the amount of time the spell was set to last when cast. There is no limit to the number of spells a mage can maintain except his available mana. The mage does recover mana while maintaining spells.
The game master may use penalties for spell failure as a means to control the more powerful spells. A player who would risk a 90% chance of failure on an extremely powerful spell would be more reluctant if failure probably meant the death of his character . Spell failure penalties are optional. If it is extremely dangerous to use magic, this can greatly change the tone of the campaign. If the GM wishes to use penalties for spell failure, the risks that their characters may take should be made clear to the players.
Generally, the more powerful the spell, the greater the penalty for failure. Examples of penalties are loss of mana, loss of consciousness, temporary loss of magical ability, damage, unexpected spell effects, etc. The penalty should be related to the type of spell cast.
A character gets no defensive roll against a spell; whether or not he gets hit is a function of the mage's success at casting it. A character may take multiple levels of the gift Magic Resistance, which acts like armor against magical damage and reduces the effects of other magic at the GM's discretion. (The GM may allow Magic Resistance to reduce the mage's chances of success with some spells.)
This magic item creation system is simply a suggestion. The GM is encouraged to modify or replace the system as necessary to adapt it to her own campaign and personal preferences.
To create a magic item, the mage must perform lengthy rituals involving the Colleges and Realms necessary for the effects he wants the item to have. For instance, to create a sword that increases the wielder's skill would require Enhancement and Body.
A good guideline for item creation time is to take the mana cost of the desired spell and square it. The mana needed at the end of creation is the mana cost of the spell doubled. (If the final mana cost of the desired spell is 5, it would take 25 days to create a magic item that could cast that spell and would cost 10 mana.) This produces a magical item that allows a person to cast the item's spell at the same casting time, mana cost, and other requirements as normal. Essentially, it grants the user the ability to cast that particular spell as if he were a mage with the proper skills, even if he isn't. To create an item that requires no mana, double the creation time.
To create an item that requires no skill roll, double it again. If the player suggests limitations on the item, such as single-use, the GM is encouraged to reduce the creation time and mana requirements.
When the character has reached the end of the creation period, the chance of successfully finishing the item is the same for successfully casting the basic spell. If the item has more than one spell, roll for each spell as it is enchanted into the item. To increase the chance of success, the caster can modify the casting cost of the creation in the same ways as an ordinary spell.
Mana stones and other items that store mana are important tools. They provide the mana necessary to cast large spells, or to cast a large number of spells in a short time. The suggested average for a mana stone is three mana.
Creating a mana stone usable with any form of magic requires Control and Magic for a Bind Mana spell. The more mana the stone can hold, the more mana the Bind Mana spell will require. To create a mana stone that works with a specific kind of magic require s only that particular College or Realm. (Thus a character with only Plant and Animal magic could create a "mana stone" useable only with the Plant and Animal Realms.)
A mana stone recharges at the same rate as the caster's personal mana. A character may carry any number of mana stones, but can use only one at a time. The user will recover all of his mana before any of his stones recharge, and when in close proximity to other stones, only one mana stone will recharge at a time, largest to smallest.
Another important tool is the item which reduces the mana cost of every spell of a specific type. Generally, these are enchanted props. Their mana value is calculated as normal for a prop, but being enchanted they are not consumed in the casting of the sp ell. Enchanted props are made in the same way mana stones are, but enchanted props do not contain mana; they reduce the mana cost of any spell they apply to.
To create a mana stone or enchanted prop requires a number of days equal to the mana bonus plus one for every College or Realm it can be used with, doubled. The mana cost of the enchantment is equal to the number of days required to cast it. Sample Spells All sample spells have a base Difficulty of Fair. Most of them are low in detail; it's up to the GM to decide exactly what happens. Remember that props are always consumed unless they have been enchanted.
Create Fire, Good effect (+5), long range (+2), several targets (+2). Total mana: 9.
Creates a ball of flame, which streaks toward a point defined by the caster and explodes, causing 10 damage to all in its area.
Sample prop: Small ball of bat guano and sulfur (-1).
Create Magic beast, Good effect (+4), lasts 1 day (+6), small area (+1).Total mana: 11.
Creates an invisible guardian to guard an item or area. If anything enters the area and moves toward the guarded item, the Beast will begin barking as a warning. If someone touches the item, the Beast will attack with the abilities of a powerful dog, with a fighting ability of Good due to being invisible. The Beast will not stray more than a couple feet from the guarded item. For +1 mana, the Beast can guard (and roam) an entire room.
Sample prop: A crystal figurine of a dog or similar beast (-3).
Find (Know) Spirit, Great effect (+8), long range (+2), takes 1 hour (-8). Total mana: 2.
Move Spirit, Good effect (+4), long range (+2), takes 10 minutes (-6). Total mana: 0.
Control Spirit, Great effect (+8), lasts one day (+6), takes 1 hour (-8). Total mana: 6.
Causes a dead body, skeleton, or sculpture to be imbued with the spirit of a dead man and come under the control of the caster.
A three-part ritual magic, each part must be completed successfully before the next part can begin, and the parts must be cast in immediate succession with no recovery of mana in between. It is best to cast the spell in an area where a spirit is expected to be found, otherwise the range of the spell will need to be increased.
This spell assumes the use of spirits (tormented souls that have not left this realm for one reason or another) to animate non-animate objects and is a combination of three spell effects. (To animate things purely by magical force, the addition of an Animation College may be useful. Otherwise Move with Magic (a Superb effect) should suffice.)
If the GM wants to control the use of this spell, requiring valuable props (such as a body part of the spirit being captured) or simply raising the basic cost of the spells should be effective.
Control Body, Mediocre effect (+1). Total mana: 1.
Causes target to stumble and possibly fall.
Sample prop: An ounce of strong drink (11).
Know with Magic, Good effect (+4), small room (+2), extreme range (+4). Total mana: 10.
Allows the caster to see things at a distance and through mundane obstacles as though he were standing at another place.
Sample prop: A small magnifying crystal which the mage looks through (-2).
Break Magic or Protect from Magic, Fair effect (+3), small room (+2), lasts one hour (+4). Total mana: 9.
Prevents spying by magical means anywhere inside its area. Treat attempts to spy through the shield as opposed actions, spell skill vs. spell skill.
Sample props: A human eyeball pierced with an iron nail (-6), or a gem coated in lead (-2).
Move with Magic, Fair effect (+2), small target (-1), short range (+1), lasts 2 minutes (+2). Total mana: 4.
Allows the caster to move a small amount of any substance without touching it.
Move Body, Great effect (+8), extreme range (+4), lasts 10 minutes (+3),
takes 1 hour (-8). Total mana: 7.
or
Move with Magic, Great effect (+15), extreme range (+4), lasts 10 minutes
(+3), takes 1 hour (-8). Total mana: 14.
(Note: Move with Magic is a more costly spell because it can move anything. Move Body can move only a person or animal with personal possessions.)
Creates a gate to anywhere the caster knows well, which anyone may pass through, one person at a time.
Sample prop: A doorway or appropriate passageway to pass through (-1), or if the target location is in a forest, a branch from a tree of that forest (-2).
Control Mind, Great effect (+8), extreme range (+4), lasts 1 season (+9), takes 5 hours (-10). Total mana: 11.
Allows the caster to bind the target to his will. The target will carry out the caster's commands at all times, even when out of sight of the caster. The target may break the control when told to do something he is strongly against if a Willpower or simil ar attribute check is successful.
Sample prop: A gold chain, of great personal value, given to the target by a loved one on a very special occasion (-12).
Communicate with Body, Fair effect (+2), lasts 1 hour (+4). Total mana: 6.
Allows target to speak to any living being that has a formal language. (To speak to creatures without a formal language is a Good effect.)
Control Mind, Good effect (+4), lasts 2 minutes (+2). Total mana: 6.
Causes the target to believe he is being attacked by a huge swarm of stinging insects. Unless target passes a Willpower or similar attribute check or would normally be immune to stinging insects, he will take one Scratch of psychic damage every round. (Psychic damage disappears at the end of the spell duration, and cannot cause death, but in all other respects acts as normal damage.) A critical success at the attribute check (+4 on the dice, or a result beyond Superb) will cancel the spell prematurely.
Sample prop: A hornets' nest with larvae inside (-4).
Communicate with Mind, Fair effect (+2). Total mana: 2.
Allows caster to mentally communicate with another intelligent humanoid.Note that it works only at Close range for five seconds if the caster doesn't add more mana to increase range and duration.
Sample prop: A garment stained with the target's blood (-3).
The way magic works in a particular setting is a function of that setting and how its populace views the world. If magic in one world is a "scientific" skill, requiring careful research and experimentation, a sorcerer in that world would have a different world-view than a sorcerer in a world where all magic is done by petitioning spirits to carry out the sorcerer's task. The "scientific" sorcerer might see the world divided into the classic elements of earth, air, fire, and water, while the "spirit" sorcerer sees only animal, man, and divine spirits. Another sorcerer might petition his deity for magic and be able to cast only spells that fall into his deity's domain.
Before the GM can customize this system to his setting, she must first decide on a world-view and a "philosophy" of magic to base the system on. Basically, she must decide how or why magic works and how the sorcerers of the world think magic and the rest of the world works. This world-view need not be universal. Just because the humans think in terms of written spell formulas, laboratories, and specific steps doesn't mean the elves do. Feel free to create different magic systems for different cultures and ways of thinking in your campaign.
One of the drastic modifications to the system is to change the set of words available. The following are examples of words that the GM might find useful in his campaign.
Animate - If binding spirits to inanimate objects to animate them doesn't work, you might need this College.
Matter, Energy - If you need to manipulate generic matter and energy directly but want the element Realms to be specific, these Realms might be necessary.
Demonic, Divine - If these supernatural elements are a big part of your campaign, you might want these as separate Realms.
Food - This Realm is an example of just how specific the words can get.
Language - Another specific Realm that is currently covered under the catch-all Magic Realm.
Machine - If you're playing cyberfantasy, this is an important Realm.
| This page is maintained by Carl D. Cravens (raven @ phoenyx.net). | (Back) |