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:
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for example
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Very common
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-1/4
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in a natural setting
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Common
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-1/2
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in a deep wood
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Uncommon
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-1
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under an ancient Oak
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Rare
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-2
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under a single specific tree
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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:
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50% of time
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-1/4 (NB: this is the same value as "only at night", for
example)
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25% of time
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-1/2
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12% of time
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-3/4
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6% of time
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-1
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etc.
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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
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Cost
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BACKLASH
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5 or 15 points per d6
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The caster suddenly suffers a backlash of magical energy
(EB or RKA), which can stun or even kill. Generic side
effect.
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EXHAUSTION
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10 points per d6
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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.
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ENTANGLE
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10 points per d6
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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.
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MIND DRAIN
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20 points per d6
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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).
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STUN
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20 points per d6
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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.
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CUMULATIVE MINOR TRANSFORMATION
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15 points per d6
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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.
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MAGICAL DRAIN
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30 points per d6
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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.
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MIGRAINE
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30 points
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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).
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IMAGES
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30 points
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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.
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PARALYSIS
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30 points
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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.
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PHYSICAL DRAIN
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32 points
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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.
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REVERSE SUMMONING
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40 points
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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.
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DIMENSIONAL INSTABILITY
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60 points
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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.
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VOID GATE
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80 points
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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.
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MAGIC DRAIN
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90 points
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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.
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STOMACH PROBLEMS
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60 points
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Images - Sound/Smell Groups. The caster has an excessive
and prolonged bout of belching & flatulence. Good for
any food-related spells.
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DEGENERATION
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70 points
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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
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AGING
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90 points
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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.
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TRANSFORMATION
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135 points
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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
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LIFE DRAIN
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162 points
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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
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UNCONTROLLABLE SUMMONING
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Variable
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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).
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FAILED SUMMONING
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Variable
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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.
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UNCONTROLLABLE TELEPORT
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Variable
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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.
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The caster could teleport correctly, but without any of
his equipment - not even clothes.
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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:
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1st d6
- 1, 2 up
- 3, 4 on the same level
- 5, 6 Down
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2nd d6
- 1 Ahead
- 2 Ahead and right
- 3 Ahead and left
- 4 Backwards
- 5 Backwards and right
- 6 Backwards and left.
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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.
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AFFLICTED BY SPELL
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Variable
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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.
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HOTFOOT
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Variable
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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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