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
Grimoire
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.