Developing Spells

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Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

This is a list of guidelines for determining the composition and DC of spells based upon a number of factors. It is, however, not hard and fast rules - these are suggestions. Ultimately it is a tool for the GM, who decides the DC based upon whatever factors they see reasonable.

DC

It is important to note that DC is not based upon how effective a spell will be, but rather how difficult it is to accomplish. A very simple spell might be very effective - The spell to throw a boulder is a higher DC that throwing a pebble, but if you have good aim you can kill a man much more effectively with a small stone.

Range

The default range of any spell is 60 feet. The DC in general may be reduced by around 2 if it is reduced to 30 feet, and by around 4 if it is reduced to 5 feet or touch.

To increase the range of a spell beyond 60 feet it must be cast as a mixed spell with the Space Discipline.

Duration

There are three generic durations.

Spells that deal damage, create effects, or otherwise are not intended to last are generally instantaneous, occurring and then ending as soon as they are cast. Spells that change objects, the landscape, and so on are instantaneous as well, though their effects obviously stay.

Spells intended for use in combat situations that are not instantaneous, or spells to create a short-term effect (scanning, scrying, damage resistance) usually have a duration in the range of 10 to 30 minutes, occasionally up to an hour, at the DM's discretion.

Certain spells that have broad, weak effects and are intended to last for several hours (wards, resisting weather, etc.) generally last 24 hours. Occasionally a spell may last longer.

To increase the duration of a spell beyond 24 hours it must be cast as a mixed spell with the Time Discipline. Spells may be made permanent as well (see description).

Saves

Determining if a spell should allow a save, and what save should be used, is tricky.

Generally only spells that fall under the Mind discipline have will or presage saves, and most of them have them automatically. The hard and fast rule is: if it incorporates Mind, a will or presage save is allowed.

Saves are generally decided as follows, though the GM can always choose to increase or decrease them based on the situation:

10 + spellcasting ability + 1 for every 5 points the Spell's DC is over 20

So a Wizard with an 8 intelligence casting a DC 28 spell would cast a spell with a save DC of 19. A DC 35 spell for him would have a save of 21.

In mixed spells, the save DC is based upon the highest DC included in the spell.

You can always voluntarily cast a spell at a higher DC to up the save DC.

Damaging Spells

Spells simply to cause damage are some of the most common. The table below gives the base DC for a spell dealing the listed damage, with the following attributes: it affects a single target, who must be within 60 feet, and costs 4 AP. The target is allowed either a reflex or a fortitude save (GM's discretion) for half damage. Affecting more targets, not allowing a save, adding additional effects, or otherwise empowering the spell increases the DC. Decreasing the range, making a successful save yield no damage, or otherwise weakening the spell decreases the DC.

For disciplines that are less effective at dealing damage, this table will not apply. Disciplines like Darkness or Mind do not usually deal damage directly, and so will never deal this much damage at these DCs. This is intended to apply to disciplines that are good at combat, such as Fire, Flesh, Earth, and Lightning.

DC Damage
14 1
18 1d4
20 1d6
22 1d8
24 2d6
26 3d6
28 4d6
30 5d6
32 6d6
34 7d6
36 8d6
38 9d6
40 10d6
42 12d6
44 14d6
46 16d6
48 18d6
50 20d6