Saturday, August 3, 2019

Spellcasting overview

Spells are another staple of transformation, from the classic witch's curse to the famous tale of Circe. While we're trying to stay system-free, the most interesting nuances of spells require one. As such we're whipping up a vague system of our own here...

Several assumptions are being made, first off.
1. Spellcasting requires skill and training to do reliably. The more experienced at casting one is, the more likely they are to succeed at casting.
2. A spell can be cast from a written formula, such as in a spellbook, or cast from a memorized formula.
3. A spell has some innate cost to the caster when cast, typically from some sort of “mana” pool, or possibly the caster's physical stamina.
4. A distracted or mentally impaired caster has more difficulty casting.
5. Adding exotic material components or receiving help from other casters makes a spell easier.

Spells come in multiple difficulties, ranging through Very Easy, Easy, Average, Hard, and Very Hard. The higher the difficulty, the harder a spell is to cast, and the more energy is required to cast. A casting of a spell can have one of four outcomes:

Miscast: If a casting fails by a large margin, the spell can backfire, having an unintended or undesirable effect. Energy put into casting is lost.

Failure: If a casting fails by a smaller amount, the caster can abort the spell, regaining most of the invested energy, but producing no effect. The caster may opt for a miscast instead, in hopes of something useful happening.

Success: The spell happens as described.

Bonuses: If the caster performs well above and beyond what is required for a casting, the spell's performance is improved in a way of his choosing at no extra cost! An even greater success can have more than one bonus!

Unless stated otherwise, a spell has the following bonus options:
If the spell has a non-permanent, non-instant duration, the duration is doubled.
If the spell targets a creature other than the caster, the range is doubled or increased to 30 feet, whichever is greater.
The spell's energy cost is halved.

2 comments:

  1. Hrm. Would you be interested in working out a way to convert these spells for use in D&D or Pathfinder? Just curious, admittedly, but... I'd love to be able to use some of these in my games, and now that I've seen the system you have, I'm definitely curious.

    Don't need anything specific, something relatively vauge would do.

    ReplyDelete
    Replies
    1. Certainly! They probably wouldn't have the miscast/mutation effects, but I reckon I know those systems well enough to convert a few spells.

      Delete

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