Designing spells - or converting spells from other systems


The Grimoire contains many new spells, but there is always room for more. In addition, both GM and players will always feel the need for new, unique spells. While any competent GM can easily whip up amazing and interesting spells off the cuff, here's a few suggestions for those rare times when inspiration lets you down. You can also use these ideas to help you convert spells from other game systems.


Designing spell styles

It is one thing to design rules for how you want magic to work in your game. But do you want all magic-users to be the same? Consider - just for example - historical beliefs in magic. Medieval European magicians had a completely different belief system from medieval Japanese magic users. You can still - if you wish - use the same magic system for both groups and try to differentiate them in other ways (in fact, that's basically what I did with my Gothick Empires and Sengoku magic systems). However, you may wish the Purists of Karth to use a different magic system from the Masters of Aviom. This section thus offers a few suggestions on doing just that.

Just as with defining magic systems, specific spell styles are defined by common limitations. The Grimoire is designed to be used with such styles, and the spell colleges used in Fantasy Hero are another example of a spell style. It is basically just an attempt to give some kind of coherent background to help define a magic-using character's background. Here's two examples drawn from the Gothick Empires game. Both styles of magic use the same underlying magic system (detailed here) but both are also quite different in their magic styles.

The Vanaquisl are wild and savage barbarians. I wanted their magic to be as wild and unpredictable as they are - and also to be powerful and fearsome.

The sorcerors of the Temple of the Great God, on the other hand, come from an ancient tradition. I wanted their magic to be baroque and ritualised - but one would assume that over the centuries, most of the "rough edges" would have been worked out, so that spell-use would not necessarily be so dangerous.

The Vanaquisl are also superstitious and worship a huge variety of spirits, both malign and neutral. Thus, I decided that Vanquisl sorcery is based around the summoning of totem spirits. This gives both the opportunity for great power (one can easily summon creatures of a greater points value than one's self) and devastating side effects (because one can easily summon creatures of a greater points value than one's self!)

Vanaquisl sorcerors must find and bind a totem spirit, and their powers reflect that spirit. It can be an animal totem, such as the powerful Ur-bear, or savage Skereagh. Or it can be the ghost of a dead hero or even a demon. This will pretty readily define the powers each sorceror will have access to - and at the same time limit the range of powers they have access to. There will be no Vanaquisl "spellbooks" as such - each mage will have his own powers derived from his totem. And to fit with their barbaric nature, I decided to give their magic a shamanistic feel. Thus Vanaquisl mages cast their spells by summoning their totem spirit and allowing it to partially possess them, so that they may tap its powers. Of course sometimes this goes wrong and they become fully possessed. All their spells thus take the limitations:

In many cases, there will be other limitations as well, such as Concentration, 0 DCV to simulate the caster sinking into a trance - but that is not required of all spells.

The mages of the Temple of the Great God, on the other hand come from a magical tradition characterised by its extreme inflexibility. No deviation from the spells laid down is tolerated by the schools that train mages. Thus, all mages will have the same limitations, in this case:

Specific spells might have limitations associated with them - but the two listed above will be common to all spellcasters of this style who use that particular spell. A spellcaster with this style, from a temple in the northern foothills of the Dragonspine mountains, using an "Incineration strike" spell will cast it the exact same way as a mage from the sultry southern Delta region. They should thus all take the "style" disadvantage. Since the Great God is a manichaean deity, with both a Solar and a Lunar aspect, the mages of his temple will have spells of darkness, or spells of light and fire - but they all have access to the same kinds of spells, and the GM should design a specific Spellbook for this style.

As you can imagine, these two kinds of mage will appear very different in the game even though both use the same underlying magic system. Using the same approach, it is easy to define different schools of magic, using the spells in the Grimoire and a defined set of limitations.


Converting spells from other game systems, or creating your own from scratch

Decide what you want the spell to do. I'm not talking about powers here - first off, think about what it would look like and what effect you want to have in the game. For example - and totally off the cuff - here's a spell called "Wind Wall" taken at random from another game system by opening the rules book and poking my finger at the spell list with my eyes closed.

The description of the spell reads (more or less) "this spell calls forth an invisible curtain of wind of considerable strength - sufficient to blow birds ...upwards, or to tear papers ... from unsuspecting hands. ... normal insects cannot pass such a barrier."

Pretty straightforward. This sounds like Telekinesis, since things are being tossed around at a distance. The reference to "unsuspecting hands" suggests that it is not strong enough to tear things away which are being firmly grasped and the fact that it blows "birds" upwards - but not people - confirms that. Remember, 10 STR Telekinesis is enough to lift a person into the air. So 5 STR telekinesis sounds like a good estimate. The spell is a wall - so area affect, line seems reasonable. Thus we have:

Power: Telekinesis, 5 STR (7 points)

Specific Modifiers: Area affect, line (+1, 1" long)

However, a 1" (2 meters) long wall is not very impressive, so let's add on another +1/4 to double the area of effect. Hence the spell is now:

Power: Telekinesis, 5 STR (7 points)

Specific Modifiers: Area affect, line, doubled area (+1 1/4, 2" long)

That describes the basic function of the spell fairly well - but it only throws things upwards - unlike normal TK - and moreover, it "attacks" from beneath when the hex it operates in is entered, while normally all attacks come from the caster. This is clearly an Indirect attack. The spell lasts a short period, so it needs an advantage like continuous, and it is described as "invisible". Touch would certainly detect it, and it could probably be heard, so this is merely invisibility to sight. Thus the final version of the spell might be:

Power: Telekinesis, 5 STR (7 points)

Specific Modifiers: Area affect, line, doubled area (+1 1/4, 2" long), Indirect (+1/2, always from below), invisible to sight (+1/2), Continuous, (+1), only to throw upwards (-1/2).

This gives an active cost of 40 points, and a real cost (currently) of 27 points - this can of course be modified downward by the addition of extra limitations (see here for suggestions).

So much for the power itself. It is always a good thing to think about the effects a spell will have on the world - this will suggest if there are other things that should be included. As an example, should the wind wall have an effect on gases? My feeling is that it is too small to prevent a gas based attack from just swirling around it, but if you wanted to, you could add a second power - a small drain versus gas-based attacks. The power of the wind, might also deflect missile attacks that pass through it. If you wanted this, then you could add a power to simulate it:

Force wall won't do - otherwise firing an arrow though would disrupt it, and nothing could pass through without destroying the wind wall - which is clearly does not match the description of the power.

Force field won't do - since that is personal, and the wind wall would protect anyone behind it.

However, what about missile deflection? It fits the description - although it would probably only affect light missiles like arrows. However it would need to be continuous, and area affect, just like the Telekinesis. Unlike normal missile deflection though, it would be non-mobile once the spell was cast . Normally, continuous is designed to be applied to attacks, but since the user has to make an attack roll to use the power this seems reasonable. You could therefore buy a second power and write the spell up like this:

First Power: Telekinesis, 5 STR (7 points)

Specific Modifiers: Indirect (+1/2, always from below), invisible to sight (+1/2), only to throw upwards (-1/2).

Second Power: Missile deflection, arrows and thrown objects

Specific Modifiers: Immobile, (-1), linked to Telekinesis (-1/2)

Combined specific modifiers: Area affect, line, doubled area (+1 1/4, 2" long), Continuous, (+1)

Real cost: 40 + 32. Real cost 27 + 13 = 40 points.


As long as you follow the simple steps of thinking about how the power you want to simulate would interact with the real world, and then consider the limitations of specific powers, it's usually pretty easy to generate the desired effects. Just remember that your first idea might not be the best and that Hero system powers are well defined. Think about the effects of countermeasures to your spells, and it should be obvious whether you're on the right track.


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