Customising Spells From The Grimoire


The Grimoire contains many new spells, but few of the spells contained in it are wholly complete. The power limitations and advantages listed are merely those which describe the spell. What is missing are those limitations that define the spellcaster - and as a result, most of the spells in the Grimoire are rather expensive. However, that can be readily addressed. Almost all of the spells in the Grimoire are designed with the thought that individual spellcasters will customise them in mind. Here's how it's done:


Ra-Khameht is a sorceror of the Temple of Illimitable Light. His magic is invoked by chanting his God's name and flourishing his holy symbol. Lissard the Fiery, on the other hand is a member of the Cult of the Dragon - a pyromancer. They both have the light spell, but it looks very different for each of them. Here's the basic spell from the Grimoire:

LIGHT

This spell allows the caster to create a globe of cool, white light that illuminates the surrounding area as brightly as a lantern. This spell is often made into permanent lights for temples, the houses of the wealthy and important city thoroughfares.

Power: Change environment, 3" radius

Specific Modifiers: No Range (-1/2)

Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: 1/2 phase.

 

Ra-Khameht's Light spell also has the additional limitations: Incantations (-1/4, invoking God's favour) and OAF (-1, Holy Symbol), requires a magic skill roll (-1/2) , because all his spells have these. So his light spell costs 5 real points.

 

Lissard the Fiery, on the other hand, has the following limitations on all his spells, which are characteristic of his school's teachings: Gestures (-1/4), Incantations (-1/4), requires a magic skill roll (-1/2), OAF (-1, tinder), doesn't work in rain or underwater (-1/4), Side Effects (-1/2). His light spell even looks different - it is a reddish glow, not white, and if he fails his skill roll, it tends to explode (4d6 explosive EB side effect). His light spell therefore only costs him 4 real points - but is somewhat more dangerous to use....

 

In other words, modify the spells to fit the character. The GM should design the limitations associated with specific schools of magic, if such things exist, while the players can get in on the act with their own character's style. This is a good way of giving a bit of flavour to different spellcasters. To help with this, there is a list of limitations given below which are suitable for modifying spells. In addition, you can look at the character sheets for spellcasters from my Gothick Empires or Sengoku games to see how this is put together.


New Limitations

Here is a list of limitations that spellcasters can choose from (or use as inspiration) to develop their character or to help in the building of new spells.

 

ASSISTANT (-1/4 to -1/2)

With this Limitation, the caster must have a competent helper to successfully complete the Spell. The assistant does not need to know the particular spell to assist the caster, but they must be willing and capable. (Dead, unconscious, or bound characters certainly don't qualify.) If the helper must know the particular spell to assist the caster, (i.e. : another mage) then the limitation is -1/2.

 

EASY TO DISPEL (-1/4)

Powers with this limitation are easy to dispel or supress. When calculating the active cost that the dispel or suppress is figured against the active points in the power are halved. This limitation can be taken more than once, for an increase of -1/4 each time.

 

RESTRICTED LOCATION (-1/4 or greater)

This limitation helps describe spells that can only be cast successfully at certain locations. For example, if a "Lich transformation" spell could only be cast in the tomb of a powerful wizard, that would probably count as a rare location, for a -1 limitation. On the other hand, if a spell that could only be cast "In a natural setting" (woods and the like) that would be a very common setting, for a -1/4 limitation. The limitation is:

Area where the spell will work is:

for example

Very common

-1/4

in a natural setting

Common

-1/2

in a deep wood

Uncommon

-1

under an ancient Oak

Rare

-2

under a single specific tree

GM's might like to give an even higher bonus for a site which is completely unique and which cannot be easily recreated, such as the site where an evil god is contained in magical slumber, etc. A further -1/2 limitation could be awarded if the site is dangerous to get to or be at - guarded by a legendary power of some sort, for instance. This limitation is particularly suitable for ritual spells - "The spell to banish the undead lord can only be cast over his original grave" and so on. This mind of limitation is unlikely to be very desirable for player characters but makes for a traditional and flavourful element for some spells. It can also be used to create priests whose spells are powerful in their temple, but significantly diminished elsewhere, and so on.

 

RESTRICTED TIME (-1/4 or greater)

The restricted time disadvantage reflects specific times when the spell can be cast. The limitation is:

Time when the spell will work:

50% of time

-1/4 (NB: this is the same value as "only at night", for example)

25% of time

-1/2

12% of time

-3/4

6% of time

-1

etc.

The way this works is to roughly estimate the time period available to the caster of the power.

Thus if the spell can only be cast at a certain time of day - for instance "when the sun is directly overhead" this is at most a 1 hour period per day (24 hours), or 3% (1/24th) for a -1 1/4. A spell that can only be cast during dark of the moon (i.e.: 3 days out of each month) is available 12% of the time for a -3/4 limitation. If the spell could only be cast in the dark, during the dark of the moon, that would halve the time available and increase the limitation to -1. Remember to check that that this limitation does not overlap with others. For example, "only works when the sun is directly overhead", should not be allowed with "only during the day" - but "only in sunlight" would be acceptable. This limitation is particularly suitable for high cost ritual spells - "The ritual must be completed on the one night a year when the constellation of the Chariot enters the house of the Conqueror" or some such. Like "Restricted Location" this limitation is mainly good as a plot device - most players will probably have little use for it, especially at the more stringent levels.

 

LONG TERM END LOSS (-1/4 or greater)

A power with this limitation causes Long Term END loss while it is being maintained, even if the actual END cost is zero. For a -1/4 limitation, the character loses 1 point of Long Term END per 10 points of Active Cost for every 5 hours the power is maintained. For each step up the time chart, the limitation is increased by -1/4. Thus, 1 point of long term END loss each minute (for every 10 active points) has a limitation of -1.

 

OAF (difficult and dangerous to obtain, expendable) (-2)

Good for spells where the OAF is something related to the spell to be cast. (Material from the body of a demon for a summoning, or ashes of a fire elemental for a fire spell, for example). Could also be applied to material that must be especially enchanted, i.e. distilled moonlight, Star of Mercury etc.

 

SIDE EFFECT (-1/2 or -1)

A variety of interesting side effects are listed below with their active costs to make it easy to calculate the size of the limitation awarded. An interesting variation on the normal use of side effect is not to settle on a specific side effect, but simply choose an appropriate one of the desired size randomly whenever the side effect is invoked. It is also possible to combine two smaller side effects to bring the active cost to the required level. You might also like to read my house rules on side effects, which make them a bit less lethal - but just as much fun.

Effect

Cost

BACKLASH

5 or 15 points per d6

The caster suddenly suffers a backlash of magical energy (EB or RKA), which can stun or even kill. Generic side effect.

EXHAUSTION

10 points per d6

The caster is overwhelmed by the energy required to cast his spell, becoming very tired and unable to perform tiring activity (END drain, return 5 points per hour). Good generic side effect, simulating temporary loss of energy or life force.

ENTANGLE

10 points per d6

Caster is pulled into mirror (good for reflection-using spells), sucked down into the earth (good for earth related spells), entangled by plants (for plant-using spells), trapped inside a pentagram (for summonings gone awry), etc., etc.

MIND DRAIN

20 points per d6

The caster suddenly is stricken by an attack of idiocy (INT drain, return 5 points per hour). Can be used as a generic side effect - simulating the breakdown of mental faculties while dealing with spells. Especially appropriate for enchantments, or spells where the caster is peering into other dimensions (the mind is overwhelmed).

STUN

20 points per d6

The caster suddenly is struck down by a backlash of non-lethal magical energies (STUN drain, return 5 points per hour). Good generic side effect, simulating impairment of bodily function.

CUMULATIVE MINOR TRANSFORMATION

15 points per d6

The caster gains a minor affliction - a tic, or tremor, minor body malfunction, nasty personal odour etc. Alternatively the caster ages five years, hair colour is changed, etc. The GM should keep track of the amount of transformation damage inflicted. If only a low number of dice are involved, the change will be insidious, only taking effect if the caster fails enough spells before "healing" the damage.

MAGICAL DRAIN

30 points per d6

The caster becomes greatly impaired in his ability to perform magic (1d6 Drain to Magic Skill, 1d6 Drain to END; recover 5 per 5 minutes for each 30 points). Fairly generic side effect.

MIGRAINE

30 points

The caster's mental exertions bring about a fierce headache, making it difficult for the caster to concentrate on any activity (-3 to all rolls: PER, combat, skill rolls etc., costed as 3 "negative" 10 point levels).

IMAGES

30 points

10 points Light Images, 10 points Sound Images and 1d6 Flash vs. Normal Sight. Explosions, arcing lightning, a blue globe of crackling energy temporarily surrounding the caster's head, etc. Basically a spectacular (but useless) discharge of magical energy. Good for spells in which the caster wishes to be inconspicuous, such as spells of enchantment, invisibility etc.

PARALYSIS

30 points

Effectively the caster is rooted to the spot. 2d6 character points of Running Drain against targets, recover 5 per minute. Good for spells involving running or bodily alteration (target's legs freeze up), or those that affect the ground (it becomes sticky for earth magic, or slush forms for ice magic). Another approach (applicable to plant magic) is to have the caster become rooted to the ground.

PHYSICAL DRAIN

32 points

The caster is suddenly (but temporarily) aged, or loses some of his life force, becoming sickly or decrepit. 1 d6 STR Drain, 1/2d6 BODY Drain, and 2d6 END Drain, all linked together, return rate once per minute. Good generic side effect.

REVERSE SUMMONING

40 points

Extra-dimensional Movement, Any location in any dimension, or in time. A good side effect for summoning spells. The caster is taken to the dimension that he was attempting to meddle with - the plane from whence he was attempting to summon a demon or elemental, for example. If the summoning involves movement in time, then the caster is displaced there instead. If the summoning was from another location on the same plane, then again the caster is sent to that place.

DIMENSIONAL INSTABILITY

60 points

The caster vanishes to an unknown, possibly lethal, alternate dimension, sometimes not to return until years later. Extra-dimensional Movement, Any location in any dimension, Difficult to Dispel (+1/4), Time Delay (+1/4), Random Destination (-1). A good side effect for spells involving summoning or extradimensional travel. For spells involving manipulation in time, removal to an unknown era in the past or future works well. In cases where the caster is projecting an astral body, the caster may be separated from his flesh body for some time, leading to interesting problems.

VOID GATE

80 points

If the caster fails his spell a hole is formed into another random dimension, and will suck anything in the surrounding area with it. Extradimensional movement, usable against others, area affect 2" radius. Good for any extradimensional spells, (displacement in time can be applied to time-manipulation spells) or summoning spells.

MAGIC DRAIN

90 points

6d6 Major transformation, one of the caster's magical items into an identical, non-magical object. This effect can only be reversed by careful casting of the original powers back into the object. This simulates the energy for the spell coming from the item rather than from the caster. It's a nice touch not to tell the caster what has happened, simply say "The spell didn't seem as fatiguing to cast as normal". Good generic side effect.

STOMACH PROBLEMS

60 points

Images - Sound/Smell Groups. The caster has an excessive and prolonged bout of belching & flatulence. Good for any food-related spells.

DEGENERATION

70 points

2d6 END Drain, recover 5 per season. Good for spells invoking degenerative effects, such as sudden aging, or loss of life force. A fairly generic side effect

AGING

90 points

6d6 Cumulative Minor Transformation: caster ages thirty years. Good for necromantic spells, or for spells involving time manipulation, but can be used as a side effect for any spell. The transformation can be reversible by something appropriate to the spell - appeasing the caster's deity, or the deity of magic, if such exists, and so on.

TRANSFORMATION

135 points

9d6 Major Transform turns wizard into something permanently rooted to the spot - a stone or a sinister-looking tree, covered in sharp barbs. Possible means to reverse this sort of transformation is to obtain the forgiveness of a nature spirit. Good for spells invoking changes to, or destruction of, natural areas or as a particularly nasty side effect for any nature related spells

LIFE DRAIN

162 points

5d6 BODY Drain, Recovers 5 points Per Year. This effect simulates the all-but-permanent loss of considerable life force, and is a suitable generic side effect for any powerful spell. It is of course particularly suitable for necromantic magic

UNCONTROLLABLE SUMMONING

Variable

The summoning attempted succeeds, but summoned creature violently hates the summoner and thus will be much more difficult to control (worth equivalent points to spell, good for any summoning spell).

FAILED SUMMONING

Variable

The summoning attempted partially succeeds, but the summoned creature is not what was desired. If the creature that arrives is worth less points than the one for which summoning was attempted, increase the numbers to make up the difference. Alternatively, something much more powerful could arrive (which may have baleful effects). This side effect can be worth equivalent points to the spell attempted spell, or possibly much more.

UNCONTROLLABLE TELEPORT

Variable

This side effect can be applied to any spell involving teleport. It is worth equivalent points to spell being used, and simply applies the teleport to the caster in one of the following amusing ways.

The caster could teleport correctly, but without any of his equipment - not even clothes.

The caster teleports the desired distance but in a random direction (this could easily be lethal!). Use the following table to determine the general direction for random teleports:

1st d6

  • 1, 2 up
  • 3, 4 on the same level
  • 5, 6 Down

2nd d6

  • 1 Ahead
  • 2 Ahead and right
  • 3 Ahead and left
  • 4 Backwards
  • 5 Backwards and right
  • 6 Backwards and left.
If the spell is moving a number of characters, they can all be affected by this side effect - scattering them in all directions. This side effect is worth equivalent points to spell being used.

AFFLICTED BY SPELL

Variable

The caster is himself affected by the spell attempted (if that could cause a problem). The spell gains the limitations "1 charge that lasts one day" and "Costs END" (unless the spell has the 0 END advantage, in which case it costs no END). Since the spell in question is being used, and has only a single charge per day, it is "stuck on" and can neither be turned off nor recast, until it is removed in some way, for instance the caster being rendered unconscious by the END demands of the spell. A good side effect for any spell that creates a persistent or constant power. Force walls could stay up unless destroyed, the caster could stay invisible when he wished to reveal himself, a disguise spell could become semi-permanent, a shapeshift spell could lead to prolonged and uncontrollable shapeshifting. This side effect is worth equivalent points to spell being used.

HOTFOOT

Variable

Any movement spell invoked by the caster occurs, but it is "stuck on" at full power. Thus spells which allow the caster to run at high speed, will carry him off, shrieking. Movement powers which have a turn radius could be dangerous if used in a confined space! The power in question cannot be voluntarily turned off by the caster as it gains the limitation "1 charge that lasts one day" and "Costs END" (unless the spell has the 0 END advantage, in which case it costs no END). However the caster is still in control of his movement as far as direction is concerned. The spell will end if the caster runs out of END (and STUN) or is dispelled (although since the caster must make a full move, he cannot use any attack powers). This side effect is applicable to any spell affecting movement (even Teleport, in which case the caster "blinks" hither and yon - with potentially lethal effects) and is worth equivalent points to spell being used.

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