Spellcasting
Rules
Casting a spell
works similarly to activating a gimmick. To cast a spell, you simply
pay the spell’s Pool Point “casting cost.” Casting
a spell counts as a normal action. You must direct the spell at a
single opponent or target. You may cast multiple spells during your
turn by
paying the casting cost of each spell and suffering the multiple
action penalty for each time you cast a spell, however, you must cast
the
same spell each time (you may not cast different spells in the same
turn) and you may cast no more than one spell on the same target
in a single turn.
Note that if you possess the MultiSpell gimmick, you may cast multiple
spells during your turn at a reduced casting cost, you do not suffer
the multiple action penalty, and (provided that you’ve purchased
this option of the MultiSpell gimmick) you may cast different spells.
Refer to the MultiSpell gimmick for specific information on the ways
in which it modifies the normal spellcasting rules.
Attacking With Spells
There are two ways in which spells reach their targets. Most spells
are invoked: the mage simply calls them forth and they automatically
strike the desired target (or manifest in the desired location) without
requiring the mage to roll to strike. Only targets that are behind
full cover or otherwise out of the mage’s reach or line of sight
are safe from invoked spells. To avoid an invoked spell’s effects,
the target must beat the mage in a contested Resolve check. Tied
checks are rerolled. Examples of invoked spells include: Command,
Illusion,
Invisibility, Teleport, and Zombie. Area effect variants of directed
spells (see the following paragraph) also count as invoked spells.
A few spells are directed: the mage aims them at the desired target,
they physically traverse the distance between the mage and the target
(typically in the form of a magical beam or blast of energy), and
they must strike the target in order to take effect. To strike a
target
with a directed spell, the mage rolls a Firearms check. All situational
modifiers apply. To avoid a directed spell’s effects, the target
must successfully dodge the attack; an attempt to parry a directed
spell automatically fails unless the target possesses an energy-based
defense gimmick (such as Abjuration Aura or Holy Aura) that allows
him to safely parry energy-based attacks. Examples of directed spells
include: Fire, Water, Air, Earth, Ice, and Lightning.
Defending Against Spells
There are a number of methods by which defenders may attempt to avoid
the effects of incoming spells: withstanding, dodging, parrying, and
evading. Each method of defense is described below.
Withstand: Only invoked spells may be withstood. When struck by an
invoked spell, the defender rolls a Resolve check contested against
the mage’s Resolve check. If the defender wins, he withstands
the power of the mage’s spell and avoids its effects. If the
mage wins, the spell takes effect. Ties are rerolled.
Dodge: Only directed spells may be dodged. The defender uses his
Dodge Defense Total when attempting to dodge a directed spell. If
the Final
Total of the mage’s Firearms check is less than the defender’s
Dodge Defense Total, the defender dodges the spell and avoids its effects.
If the Final Total of the mage’s Firearm’s check is equal
to or greater than the defender’s Dodge Defense Total, the
spell strikes the defender and takes effect.
Parry: Only directed spells may be parried. The defender must be
protected by an energy-based gimmick (such as Abjuration Aura or
Holy Aura) in
order to attempt to parry an incoming directed spell. The defender
uses his Melee Defense Total or Brawling Defense Total (depending
on if he is using a hand-held item or his body, respectively) when
attempting
to parry a directed spell. If the Final Total of the mage’s Firearms
check is less than the defender’s Defense Total, the defender
parries the spell and avoids its effects. If the Final Total of the
mage’s Firearm’s check is equal to or greater than the
defender’s Defense Total, the spell strikes the defender and
takes effect.
Evade: Only area effect spells may be evaded. When a defender is
caught within the area of an area effect spell, he rolls a Reflexes
check
with a –2 penalty to avoid the effects of the spell. If the spell
is used as part of a sneak attack, the defender’s check suffers
an additional –2 penalty. If the mage’s actions currently
suffer the multiple action penalty, this penalty is instead added as
a bonus to the defender’s Reflexes check. If the defender succeeds,
he evades the spell and avoids its effects. If the defender fails,
he suffers the normal effects of the spell.
Spell List
This section lists and describes all mage spells. Each spell entry
describes the cinematic appearance of the spell and explains how
the spell works within the rules. Each spell entry also lists the
spell’s
Pool Point activation cost, casting style, type, and tier immediately
following the spell’s name. Spells with asterisks after their
names are energy-based spells.
Barrier* (8PP/Invoked/Defensive/1-3)
Create a spherical barrier of shimmering magical energy with a five-foot
radius around yourself or one other creature or object of up to large
size within 25 yards for three turns. Nothing more than the surrounding
atmosphere can enter the barrier unless you allow it to do so.
A barrier is immune to damage from normal brawling, melee, and firearms
attacks, but energy-based attacks damage it normally. A barrier has
a number of Health Points based on its tier, but no Resistance Factor.
A barrier created by a Barrier 1 spell has 10 Health Points. A barrier
created by a Barrier 2 spell has 15 Health Points. A barrier created
by a Barrier 3 spell has 20 Health Points. If the barrier is destroyed,
the protected character must roll a successful Reflexes check with
a –2 penalty or suffer the remaining damage.
The protected character may Resist this damage normally.
Blind/Silence (6PP/Invoked/Status/2)
Cause an opponent within 25 yards to immediately go blind or become
unable to speak and make sounds for the next three turns. A blinded
character suffers a –3 penalty to strike and a –1 penalty
to Defense Totals against incoming attacks and directed spells. These
penalties do not stack with penalties for fighting an invisible character.
A silenced character cannot speak, cast spells, or activate gimmicks
that require him to speak, play music, or otherwise make noise. Note
that a silenced character still makes noise when he interacts with
the environment (such as when he dives into a pool of water or kicks
open a door), so he gains no bonus to sneak.
Command (8PP/Invoked/Mental/2)
Force an opponent within 25 yards to carry out your spoken commands
to the best of his ability for three turns. The opponent must understand
your language and be within hearing distance of your voice in order
for you to control him. You cannot make the opponent take an action
that causes him to directly harm himself, but practically any other
command will be immediately obeyed. Damaging the commanded opponent
or giving him a self-destructive command instantly ends the spell;
if the spell ends in this way, the opponent becomes immune to further
Command attempts from the same caster for the remainder of the
scene.
While under your command, the opponent retains his memories and
may speak normally (unless you command him to do otherwise). A
command
to sleep, be still, or surrender forces the opponent to stop fighting,
though if the opponent is attacked or grabbed, the spell instantly
breaks and the opponent may defend himself normally.
Dispel (4PP/Invoked/Neutral/1-3)
Automatically end an active spell within 25 yards or remove the
status imposed by a status spell on a target within 25 yards. If
the caster
of the spell is also within 25 yards of the dispelled spell, he
becomes unable to cast that spell again for one turn. Casting this
spell directly
on a mage or other spellcaster has no effect. Casting this spell
on a magical item prevents the spells on that item from operating
for
three turns.
The maximum tier of a spell that Dispel can remove is based on
Dispel’s
tier. Dispel 1 can remove only tier 1 spells. Dispel 2 can remove
tier 2 and lower spells. Dispel 3 can remove tier 3 and lower spells.
Note
that, as with any invoked spell, Dispel requires the caster to
roll a contested Resolve check against the caster of the spell
to be dispelled.
Elemental Protection (6PP/Invoked/Status/1-3)
The first tier of this spell makes you or one other creature of
up to large size within 25 yards immune to one type of elemental
damage
of your choosing for the remainder of the scene. This totally protects
you from normal sources of damage from the chosen element, though
magical sources of damage from the chosen element still inflict
normal damage.
Thus, someone protected from fire can walk into a burning building
or swim around in lava without suffering damage, though he takes
normal damage from a Fire spell and a dragon’s flaming breath
attack. You may be protected from only one element at a time. If
this spell
is cast on someone who is already protected by this spell, the
receiver must choose which spell to keep.
Elemental Protection 2 makes you or one other creature immune to
both normal and magical damage from one type of element. Elemental
Protection
3 allows you or another creature to absorb damage from normal and
magical elemental sources. While protected by Elemental Protection
3, each
time you would normally be damaged by your chosen element, you
instead regain three Health Points.
Fire* (6PP/Directed/Offensive/1-3)
Fire a blast of fiery energy at a single opponent within 50 yards
and roll a Firearms check to strike. If the attack strikes, it
inflicts
an amount of damage based on its tier. A Fire 1 spell inflicts
10 points of fire-type damage (plus Luck Die result). A Fire 2
spell inflicts
12 points of fire-type damage (plus Luck Die result). A Fire 3
spell inflicts 14 points of damage (plus Luck Die result).
You may also cast this spell to affect an area. When you cast an
area effect Fire spell, a ball of flame with a 10-foot radius instantly
explodes at a location of your choosing within 50 yards. You must
actually
be able to see the area in order to target it with this spell.
Opponents who fail to defend themselves suffer damage based on
the tier of the
spell, as described in the previous paragraph. Casting the area
effect version of this spell takes up your full turn (thus, you
may not use
MultiSpell when casting the area effect version of this spell).
The area effect version of this spell is delivered as an invoked
spell.
Note that there are multiple elemental versions of this spell:
Fire, Water, Air, Earth, Lightning, and Ice. Of course, the Narrator
may
also choose to add or remove certain elemental spells depending
on the role he wants elemental magic to play in his game.
Fly (4PP/Invoked/Neutral/2)
You or one other creature of up to large size within 25 yards becomes
able to fly through the air at up to MR 16 (60 mph) for the remainder
of the scene. At the end of the scene, the effects of the spell
slowly wear off, allowing you to float safely to the ground. You
may fly a
distance of up to your normal move each turn as an instant action
or up to your full move each turn as a full-turn action. You may
carry
no more than three times your carrying capacity and remain airborne.
Haste/Slow (8PP/Invoked/Status/2)
You or one other creature within 25 yards gain either increased
or reduced speed for three turns. When hastened, your MR doubles;
you
gain a +1 bonus to all brawling, melee, firearm, and directed spell
attacks; you gain a +1 bonus to your Defense Totals and Reflexes
checks; and you suffer only half the normal multiple action penalty
(rounding
up) if you attempt multiple actions in a single turn.
When slowed, your MR is reduced by half; you suffer a –1 penalty
to all brawling, melee, firearm, and directed spell attacks; you suffer
a –1 penalty to your Defense Totals and Reflexes checks,
and you suffer double the normal multiple action penalty if you
attempt
multiple actions in a single turn.
Illusions (6PP/Invoked/Neutral/2)
You create false images of characters, creatures, or objects up
to 25 yards away. Illusions are simple three-dimensional visual
images
that can also produce sounds (as appropriate). At initial purchase,
an illusion can be no greater in size than a wagon. If you possess
the Metamagic gimmick, you may spend Pool Points to increase the
total size of an illusion exactly like an area effect spell (up
to the size
of an elephant or very small cottage). If you perform attacks with
an illusion, the Narrator determines the attacking illusion’s
statistics. However, attacking illusions always rely on your own
combat skill scores when attacking.
Onlookers must actually interact with most illusions in order to
determine whether or not the illusions are real. Once an onlooker
interacts with
an illusion, the Narrator rolls a secret Resolve check for the
onlooker contested against your Resolve check. If the onlooker
succeeds, he
recognizes the illusion for what it is and it no longer affects
him. If you succeed, the onlooker believes the illusion to be real.
An onlooker that believes in an illusion is affected by that illusion
exactly as if it were real, save that the illusion cannot support
the onlooker’s weight or provide him with nourishment. An onlooker
reduced to zero Health Points while suffering from illusionary damage
is stunned for one turn and the illusionary damage instantly fades
away. A stunned onlooker suffers a –2 penalty to all actions
and Defense Totals. Note that in most cases, another character
may convince an onlooker that an image is illusionary by simply
walking
through an illusionary wall or allowing an illusionary attacker
to successfully land a (harmless) attack.
You must maintain concentration to create and maintain an illusion.
While concentrating, you can perform no other action save for movement
and defensive maneuvers. While concentrating, you can change, remove,
or add new illusions (up to the maximum illusion size), if desired.
If you are damaged by an attack while maintaining an illusion,
your illusion automatically ends and you cannot cast this spell
again until
two turns have passed.
Invisibility (6PP/Invoked/Neutral/2)
You or one other creature of up to large size within 25 yards becomes
totally invisible for three turns. You may also cast this spell
on one or more objects that are within five feet of one another,
hiding
them from view. You can make up to 125 cubic feet (a 5’ x 5’ x
5’ cube) of material invisible with a single casting of this
spell. If an object is too large to be fully made invisible, the
spell has no effect.
While invisible, you gain at least a +3 bonus to hiding and sneaking
checks. Opponents suffer a –3 penalty to strike an invisible
character and a –1 penalty to Defense Totals against physical
attacks made by an invisible attacker. If you perform a sneak attack
against a defender while you are invisible, however, the –1 penalty
to a defender’s Defense Totals does not apply.
Petrify (8PP/Invoked/Status/3)
Cause an opponent within 25 yards to immediately turn to stone
for the next three turns. A petrified character is unable to sense
the
outside world, move, activate gimmicks, and cast spells. However,
the petrified character gains a +10 bonus to his Resistance Factor
and
is immune to mental spells and elemental-type damage for the duration
of the spell. A petrified character has an effective Defense Total
of seven and may not attempt defensive maneuvers against attacks.
Polymorph (8PP/Invoked/Status/3)
Transform an opponent (including his gear and weapons) of up to
large size within 25 yards into a harmless animal of medium or
small size
for three turns. You must transform the opponent into an animal
that will not be killed by its environment (that is, you can’t
transform a man into a fish while on land, but you could transform
him into
a sheep or frog). The transformed opponent retains all his memories
and
Health Points and he can move and act normally, but he cannot use
any gimmicks or cast spells. Damaging the transformed opponent
instantly ends the spell; if the spell ends in this way, the opponent
becomes
immune to further Polymorph attempts by you for the remainder of
the
scene.
Provide (2PP/Invoked/Neutral/1)
Conjure enough food and water to provide a normal meal for up to
three creatures of medium size. The food appears within 20 yards,
is of average
quality, hot (if desired), and stays fresh for a full 24 hours,
regardless of all but the most extreme environmental conditions.
Teleport (8PP/Invoked/Neutral/3)
You or one other creature of up to large size within 25 yards instantly
vanishes and reappears anywhere you desire, regardless of your
current distance from the desired location. You must be very familiar
with
or have a clear mental image of your destination in order to perform
the teleport; otherwise, the spell automatically fails. The spell
also automatically fails if you attempt to teleport to an imaginary
location.
You may not teleport yourself or anything else into an area already
occupied by solid matter. This spell may also be cast on one or
more objects of up to a total of 125 cubic feet in size within
a 10-foot
radius, teleporting them as described above. If an object or creature
is too large to be teleported, it is neither teleported nor harmed
in any way.
Zombie (8PP/Invoked/Status/3)
Place the aura of the undead on a creature within 25 yards for
the remainder of the scene. Instead of regaining Health Points
when he
receives the benefits of healing magic (including spells, gimmicks,
and healing potions), a zombied character instead loses Health
Points. A zombied character may regain Health Points only by resting
over time.
Of course, once the zombie status is removed, the opponent may
again be healed through magical means.
If someone attempts to use healing magic on a zombied opponent,
the opponent may attempt to defend himself from the healing magic
as if
it were an attack. If the opponent wins, he avoids the effects
of the healing magic. If the opponent loses, the healing magic
has its normal
(reversed) effect. Such damage may be Resisted normally.