Casting Call

A supplement for Risus
By Paul Stefko

These rules build on the Magic system as presented in Risus Magic by Jason Puckett <http://www.intemperance.net/rpg/risus-magic.html>, plus the “Spell TNs” section of Coloured*Skies by Rene Vernon <http://www.webone.com.au/~rene/>. Of course, these rules add on to Risus: The Anything RPG by S. John Ross, available from Cumberland Games & Diversions <http://www222.pair.com/sjohn/risus.htm>.

Transformation

A spell to transform one thing into another is fairly standard. There are two general forms of transformation spells: transmutation and shapeshifting.

Transmutation

A transmutation spell works on inanimate objects. The classical example of this would be to change lead into gold. The difficulty of such a spell depends on the amount of material transmuted and the extent of the transmutation.

[Apologies to international viewers, but I’m American and therefore am fundamentally unable to work in metric for any extended period of time. These rules will not use metric. Sorry.]

 

Material Affected Reach Scope Duration Nature
< 1lbs. Touch (1) or more Trivial (0) any* attacking (5)
1 – 20 lbs Touch (1) or more Simple (1) any* attacking (5)
21 – 100 lbs.  Touch (1) or more Ordinary (2) any* attacking (5)
101 lbs. – 400 lbs. Touch (1) or more Complex (3) any* attacking (5)
401 lbs. – 1000 lbs. Touch (1) or more Difficult (4) any* attacking (5)
1001 – 2500 lbs. Touch (1) or more Exacting (x2) any* attacking (5)
2501 lbs. Or more Touch (1) or more Dangerous (x3) any* attacking (5)
Extent of Affect Impact
Similar State, Similar material (lead to gold, hydrogen to helium, etc.) moderate (2)
Similar State (lead to ice, air to chlorine gas, earth to stone, etc.) average (3)
Different State, Same material (ice to steam, etc.) significant (4)
Different State, Different Material (water to stone, etc.) potent (5)

* Duration is normally lasting, but it doesn’t have to be.

Thus, a spell to transmute a rock weighing 250 pounds into a block of cheese would be defined like this:

Stone to cheese: Touch (1) + Complex (3) + Lasting (6) + Attacking (5) + Average (3) = TN 18.

Shapeshifting

Shapeshifting is a form of transformation that affects living things. The effect of such a spell is the changing of one Cliché to another.

Certain aspects of Clichés cannot be changed by a Shapeshifting spell. For example, a Cantankerous Bookstore Owner could be changed into a Cantankerous Bridge Troll using such a spell, but he could not be turned into an Affable Bridge Troll. (However, see Mind-Control below.)

Additionally, a being is used to the form he has. A shapeshifting spell lowers the Cliché value of the being, depending on how significant the change is. (See Mind-Control and Body-Control for work-arounds for this.)

Type of Change Range Scope Duration Nature Impact Dice lost
Same Species, Same sex, different Form (i.e. “cosmetic surgery spell”) any simple (1) any attacking (5) * significant (4) 0
Same Species, different sex (sex change) any complex (3) any attacking (5) * significant (4) 1
Same family (dog to wolf) any simple (2) any attacking (5) * significant (4) 1
Same type (humanoid/humanoid, etc.) any complex (3) any attacking (5) * significant (4) 2
Different type, similar size (pony to dolphin, sparrow to minnow, etc.) any complex (3) any attacking (5) * significant (4) 3
Different Type, different size (man to elephant, etc.) any difficult (4) any attacking (5) * potent (5) 4

* unless Range is Personal, in which case Guarding/Healing (4)

Caster to Goblin: Personal (0) + Complex (3) + Melee (1) + Guarding/Healing (4) + Significant (4) = TN 12.

[This caster could change himself from, say, Arcane Researcher (4) to Goblin Mage (2) for a single scene.]

Body Control

Body Control spells alter certain portions of anatomy, unlike Shapeshifting above which works on the whole body. Body Control spells are very simple: Range can be any; Scope is the absolute value of dice affected (see below); any duration, nature is Guarding/Healing if dice change is positive, Attacking if dice change is negative; Impact is Average (3).

A Body Control spell adds or subtracts dice from any one Cliché, whenever that Cliché is used for a physical task. Alternatively, it heals “damage” to a Cliché that has been designated as physical wounds.

So, a spell to grow claws for a physical Combat would look like this:

Claws (+2): Personal (0) + Ordinary (2) + Melee (1) + Guarding/Healing (4) + Average (3) = TN 10.

[Thus a Brawler (3), who just happens to be a Combat Mage (3), could become a Brawler (5) for one physical fight.]

Mind Control

Mind Control spells are exactly like Body Control spells, but work on Clichés in mental situations. Mind Control spells can enhance a Cliché in mental activity or “heal” damage related to the mind (i.e. psychological disorders, loss of self-esteem, etc.).

Divination

Spells to sense the future, the past or distant locations (or any combination of these) follow the rules:

Reach: Reach can be any, and determines where the sense of the spell is located. Any “far-seeing” spell (or similar) will have Unknown/Hypersensate (6) for range.

Scope: Scope determines how specific the spell will be. Trivial (0) tell you that something will be in the room; Complex (3) will tell you that there will be 3 soldiers in the room; Dangerous (6) will tell you exactly how much their armor weighs, everything in their packs and how much they will sweat while in the room.

Duration: Duration determines how far away in time the sense will be, whether in the future or in the past. Lasting (6) means any time desired.

Nature: Nature is always Detect (2).

Impact: Impact tells you how much the senses will apply to you. Colour (0) means almost nothing is important to you; Average (3) means half the sensation is crucial to you; Major (6) means everything sensed colors your fate.

Other Tools

Check out this Javascript-based Spell TN Generator.