Magick Casting
Casting time takes 4 actions. Doubling the difficulty of the spell halves the casting time. Halving the difficulty doubles the casting time. Keeping a power up increases the difficulty of other skill rolls by 1. To have a spell “ready to go” means casting that spell and keeping it up until used. Keeping up a spell confers a -1 to all actions.
Reaction Skills take one action.
Ritual takes 15 minutes. All magic users with at least 1 point in the appropriate skill can add there full Power. If they don’t have at least 1 point in the appropriate skill or a 3 in Prime then they can only add half there power rounded down.
The TN (difficulty) equals Distance + Area + Duration x Reality Quotient. Extra successes indicate the power of the spell.
TN | Reality Quotient | TN | Range/Area | TN | Duration |
---|---|---|---|---|---|
1 | Nudging reality | 0 | touch | 0 | instantanious |
2 | Altering Reality | +1 | 2 m (point blank) | +1 | 1 Turn |
3 | Destroying Reality | +2 | 5 m | +2 | 5 Turns |
1 | “Lock a door that wasn’t locked.” | +3 | 10 m | +3 | 10 Turns |
2 | “Turn the wooden door to plastic.” | +4 | 25 m | +4 | 30 Turns |
3 | “Phase through the door.” | +5 | 50 m | +5 | 1 Minute |
1 | “Enhance your strength.” | +6 | 100 m | +6 | 5 Minutes |
2 | “Grow claws. Mimic someone’s looks.” | +7 | 250 m | +7 | 10 Minutes |
3 | “Turn into a door.” | +8 | 500 m | +8 | 30 Minutes |
1 | “Overload a circuit.” | +9 | 1 Km | +9 | 1 Hour |
2 | “Turn AC to DC.” | +10 | 2 Km | +10 | 6 Hours |
3 | “Change electricity to fire.” | +11 | 5 Km | +11 | 12 Hours |
+12 | 10 Km | +12 | 1 Day | ||
+13 | 25 Km | +13 | 5 Days | ||
+14 | 50 Km | +14 | 10 Days | ||
+15 | 100 Km | +15 | 1 Month | ||
+16 | Regional | +16 | 6 Months | ||
+17 | Interstate | +17 | 1 Year | ||
+18 | Intercontinental | +18 | 5 Years | ||
+19 | Interplanetary | +19 | 10 Years | ||
+20 | Intergalactic | +20 | Permanent |
Spell | RQ | Description |
---|---|---|
Sphere of Matter | ||
Enchant Object | 2 | Prepare an item for enchantment. The the appropriate spells must be cast into it. |
Enhance Attribute | 1 | Successes determine temporary CP for raising the attribute. |
Sphere of Flow | ||
Gate | 3 | Successes determine range, duration, size and power. |
Slow Time | 2 | Successes determine range, targets/area and power. |
Sphere of Mind | ||
Animate Object | 3 | Give an object a “life” of it’s own. Used to create subserviant furniture and willful weapons. Successes are used as CP to determine the Intellect of the object. |
Telepathy | 2 | Successes determine range, targets and power. |
Sphere of Energy | ||
Fireball | 3 | Successes determine range, explosion radius (area) and damage. |
Flame Jet | 3 | Successes determine range and damage. |
Sphere of Prime | ||
Charge Object | 2 | Final step in echanting an object is to give it the charges necessary to cast the spells embued to it. Or used to recharge an item. |
Dispell Spirit | 2 | Successes determine range, targets and power. |