Magic in Devolution

This system is based more upon the power of magic, and therefore each spell is an advantage, not a skill. The advantages accociated with spells are still advantages, but varied from their normal abilities. The rolls associated with spells are more to do with the contests between stats when a spell is cast upon someone, or the chance to hit. Normally spells automatically suceed.

The basic cost for spells is determined when the spell is written up. It is determined by the type of spell it is. Each spell is written as a Verb/Noun combination.

Verbs
(1 point Words) Sence, Send, Move, Protect
(2 point Words) Delay, Alter, Weaken, Restore, Create, Destroy
(3 point Words) Transform, Control

Nouns
(1 point Words) Image, Element, Plant, Animal, Energy, Body
(2 point Words) Undead, Life, Spirit, Magic, Mind

For example, Fireball is a Create Fire Spell. Create is 2 points, Fire (Element) is 1 point, so it is a 3 point (3rd level) spell. This basic spell power can be altered by Duration, and Power of the spell

Duration
Instant / 1 second: No Modifier
1 Minute: +1 point
1 Hour: +2 points
1 Day: +3 points
1 Month: +4 points
1 Year: +5 points
Permanent: +6 points

Power
No damage, very low power: -2
Half damage, low power: -1
Normal power: no modifier
+1 dice damage from base: +1 point/dice
Wall effect or Explosive effect: +1 point
Area effect: +2 points

For example: Body of Earth is a Tranformation Element spell. We want it to last a minute, so it is 3 (verb) +1 (noun) +1 (Duration) = 5th level spell.
Second Example: Explosive Fireball is a Create Fire spell. It lasts an instant, but does +1d6 damage from the base. It is 2 (verb) +1 (noun) +1 (explosive) +1 (power)= 5th level spell.
Third Example: Reinforce Armour is an Alter Element enchantment. It lasts forever, but is weak, adding only DR1 to armour. It is 2 (verb) +1 (noun) +6 (perminent) -1 (power)= 8th level spell.

Spells vary in cost and time to cast dependant upon their level

Level of spell time to cast Flux cost to cast

0

instant

0

1

1 action

1

2

1 second

2

3

2 seconds

3

4

3 seconds

4

5

5 seconds

5

6

1 minute

8

7

5 minutes

15

8

1 hour

30

9

1 day

50

10

1 week

100

11

1 month

200

12

1 year

500

13

2 years

1000

14

5 years

2000

15

10 years

5000

16

25 years

10000

17

50 years

25000

Basic spell conditions.

Casting strength of any spell is the caster�s will, modified by the Magery. There is no rule of 16. Optionally, a mage may use another appropriate stat for the base other than will if the GM deems it appropriate. (Heath for Body spells, Dex for reaction based spells, Strength for kinetic etc)

All spell ranges are modified by the range table for weapons where a hit roll is required. Where one is not required (contests or effect magic) the range is line of sight, with vision or target aquisition modifiers applying. Eg, to cast a cloud of slumber over a group of 5 orcs fourty yards away in -2 twilight, the only modifier to the casting will roll is -2 to sence the target. If it were a fireball then range modifiers would apply also.

All maintainable spells cost base flux to maintain once cast. The amount of damage that is considered normal is 3d6, or the casters Magery, whichever is higher.

To work out the cost of a spell find the verb noun base that best suits it and modify by the power level of the spell up or down. (eg, firebolt is create fire (2+1=3) costs 3 points and can do 3d damage.) Look this value up on the time to cast and energy to cast table and you get the base values for the spell. (2sec, 3flux). To change the power of the spell, each shift on the chart adds or removes 1d. (the pixie version is low powered (2d) and takes 1 sec and 2 flux to cast, and is only a 2nd level spell)

The duration of a spell is assumed to be instant or 1 second. Increasing the duration of the spell�s active component alters the base cost of the spell. (creating a bonfire in thin air for 1 minute is +1, so base cost is 4, 3 sec and 4 flux to cast for 3d effect.)

Area effect spells (+2 base cost) and wall effect spells (+1 base cost) automatically have a radius equal to the base power of the spell. Wall effect has only the outside line of the sphere for this pupose. (fire wall for 1 minute costs 5 points to learn, 5 sec to cast, 5 flux, and has an effect of covering 5 hexes)

Modifiers: Specific spells may modify the above rules: each point extra in buying the spell can go into increased duration, reducing time to cast, or reducing the flux cost of the spell by one rank. Likewise, the reverse applies if the cost to learn the spell is reduced. .

For example, the Svartian version of the Firebolt spell can do 5 dice damage, but takes the same time to cast and only 4 flux to cast. This costs (3 points (base), (+2 dice) +2 points, making it a 5th level spell, (-2 levels of time for 3 seconds) +2, (4 flux cost) +1 point) 8 points to learn. If a player wishes to learn differing versions of the same spell, they cost the points of the highest costing spell plus 1 per variant. For example if Joe the sorcerer wished to know the basic and the Svartian versions of the fireball spell it would cost him 9 points.

Each spell has a spell group. For example, all the create fire spells come under the one group. Each additional spell within the group beyond the first cost 1 less point to learn.

No spell can ever cost any less that 1 point, even if it counts as a 0 level spell.

Effect of rituals and extra power upon spells.

Each doubling of the base flux cost can have one of the following effects:

Each extra shift up in time to cast the spell can have the following effects:

Spell Failure

Spells can fail but will only do so if countered or a mage attempts something beyond the scope of the spell. There is no consequence for a failed spell.

Flux Overload

This can occur when a mage trys to do too much too fast. There is a chance of flux overload each round that a spellcaster uses more flux than their will / 4. When this happens they must make a magestrength (will+magery) contest against the flux they are using. If this roll fails, they overload, and random bad things can happen. Use imagination or the chart out of Magic. Sorcerers get this effect each round they use more than 3 flux in one go, including maintaining spells, and the roll is will+magery-no of flux used.

Advantages:

Magic Savant: (10pts/level): Each level of this advantage reduces the cost of learning a spell by one point. Every spell costs a minimum of 1 point to learn reguardless. This advantage costs 10 points a level, and cannot be bought after the start of the game. The maximum level of this advantage should be 5.

Magery:(10pts/level): Each level of this advantage reduces the cost of casting a spell by 1 point of flux. Every 2 levels of this advantage reduce the time to cast of a spell by one rank on the table. Each level of this advantage costs 10 points. Last but not least, every level of this advantage adds one to the Mage�s resistance to magic and also spell strength in contests. Magery can be bought after the start of the game, since it can be learned. Begining mages will only have one level of magery maximum.

Flux (1pt/level): Every mage needs flux to cast spells. The maximum to which flux can be bought is limited by Health+Magery+Will. Flux costs 1 point per point. It can be bought after the start of the game.

Sorcery (20/60): for the person who likes to hurt themselves to get more power. A sorcerer has no maximum limit for buying flux, and automatically recharges flux as though mana level is one higher. However, a Sorcerer is harmed if they do not discharge the flux within them at least once a day. Each day they go without discharging flux causes them 1 point of damage + puts them in a state of imballance, which adds to their chance of Flux Overload. Sorcerers can pick one spell of cost 5 or less that they have as a knack (0 time to cast), and they can always discharge their magic that way, unless they are inhibited from doing so. Sorcery costs 20 points, grants automatic 10 flux and get a -2 reaction from most people, and also gives Uknown Enemy disadvantage. (or can be bought as a 60 point advantage without the harm, unknown enemy or reaction modifiers)

Mana levels

Flux Notes

All with Magery recharge at a rate of their Magery/unit of time rather than just 1.

Skills

Spell Aiming P/E (def dex -3)
Used to aim spells which need to hit the target

Demon / Monster Lore M/H (def int -6) 
Lets you figure out some things about a creature known to this realm.

Arcane Lore M/H (def int -6)
Allows identification of items and spells, recognising magical effects and signatures and reading magical messages. Also allows one to learn to ballance and redistribute flux, create null effects and control one�s flux level. Also necissary to decifer many arcane works, and read scrolls.

Dark Tongue M/VH (def Arcane Lore -5, pre Lore at 12)
The Language of the demons and mages who are very, very annoyed. Words spoken in this language MEAN things, and attract attention.

Sigils and Signs M/H (def Arcane Lore -4, pre Theory at 15)
Used to read & write sigils and signs for ceremonies and magical areas

Arcane Theory M/VH (def Arcane Lore -5, pre Lore at 13)
Used to develop spells and magical effects, and gives accurate information about magic feilds with enough time. Used to create magic scrolls and tomes. Can be made to make a spell perminent, even if only the lower level of the spell is known... effective casting level still adds 6.

Alchemistry M/VH (def Arcane Lore -6, equals chemistry, pre Theory 15, or metalurgy, engineer and blacksmith each 14.)
Each potion is advantage based upon spell, but without them the skill is as chemistry for mundane objects and items, (inc gunpowder)

�Common� Spells

6 Dispel Magic 1s 4 inst Distroy (2) Instant (0) magic (2), -2 time (2)

4 Magebolt 3s 4 inst Control (3) instant (0) Energy (1)

2 Levitation 1s 2 1 min Move (1) 1 min (1) Body (1), 1/2 power (-1)

Level

Name

Time to Cast

Flux

Duration

Notes

5

Web

5s

5

1m

Create Matter, 1 minute, area, weak matter

3

Entangle

2s

3

1m

Alter Plant, 1 minute

3

Blur

2s

3

1m

Alter Image, 1 minute, -3 to be seen/hit

4

Invisibility

3s

4

1m

Destroy Image, 1 minute

4

Sleep

3s

4

1m

Alter Mind, 1 minute

3

Message

2s

3

inst

Send Mind

7

Hawkflight

5s

8

1hour

Move Body, 1hour, Power +2, time -1

4

Flight

3s

4

1hour

Move Body, 1hour

3

Levitation

2s

3

1m

Move Body, 1 minute

1

Featherfall

1 act

1

1s

Move Body, 1/2 power

6

Dispel Magic

1s

4

inst

Destroy Magic, -2 time

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