Notes on Magic 2

Created by Brett Hegr
[ Return to the Magic Section ]

[ Back to Notes on Magic 1 (36k) ]


The Palladium Fantasy RPG® is a very good source for magic information. It is a bit incomplete in spots, but it is what some of this information is based on. Other cool books to check out on magic are Mystic Chinatm, Rifts® South America book two, England, Africa, and the Conversion Book. If you are looking for a listing of magical goods, try this one.

Note: In this file (and many others), I'll be making a reference to Nightbanetm World Book Three: Through the Glass Darkly. I'll occasionally just refer to it as TGD, so get used to seeing it (the book rocks for magic campaigns).


Topics

Types of Magic
Casting Rates
Changing and Learning
Magic O.C.C.s

Circle Magic
Glyph Magic
Illusions
Magical Destabilization
Magic Skills (38k) (new page)
Magician Slang
Residual P.P.E.tm
Ritual Magic
Save Throws
Scrolls
Specialized Magic
Spell Design
What All Magicians
Can Do
(new page)


Magical Destabilization

This is one of the many dangers of tampering with magical energies. Magic is a force of nature, and when ignorantly or improperly applied the balance it resides in is disrupted. Sometimes the disruption repairs itself quickly and easily, so a caster may get off lucky if destabilization occurs and was combining or simulcasting a couple low level spells. The magical effect may dissapate, cause a flash of light and a loud bang, or even backfire on the caster. The stronger the spells that are 'bent' (a metamage term for altering magical forces), the more powerful the magical disturbance and the more likely a dangerous result. The experiment that rifted Atlantis off the planet is just one example of what can happen when powerful, stable magics are tampered with.

What Causes Destabilization

Destabilization is an uncommon and usually unnatural occurence. It results from the casting of metamage spells, the bending of spells (see the Magic Skills), and from ley line storms. Normal and unaltered spells do not contribute to the destabilization of an area and are usually safe to use. However, no form of magic is safe to use when an area is already destabilized.

Range of Destabilization

Destabilization commonly affects a circular area with a radius equal to the total level of manipulated spells combined squared. So, a simulcasting of two fourth level spells would destabilize a circular area with a 64ft radius and causes +2d4% to the destabilization (in this case, a 7% increase). If another casting creates a destabilization also, the destabilization spreads to the largest size. With the previous example casting, two fifth level spells would destabilize a 100ft radius, an increase of 36ft over the original 64ft. The effective destabilization percentage also spreads across the largest area, and with the two spells simulcast another 4% was added. Everything within 100ft of the mage who simulcast the spells has a destabilization level of 11% now.

Reduction of Destabilization

Destabilization decreases, on the average, by 1d6+9% (10-15%) per melee round. In areas with rampant magical energies this restoration rate can be lower (even nonexistent) and possibly take longer. Wise metamages don't bend spells during a ley line storm. Magically controlled environments like Center (of Phase Worldtm) and stone pyramids generally have a higher stabilization rate than the surrounding areas (at least double). Mages with the metamage spell of Alter Magical Stability (a level 14 spell) can also control the rate some.

Special Cases for Destabilization

There are really only two special cases - 0% and 100% destabilization. If the destabilization chance ever reaches 100% (very unlikely and rare, unless intentionally caused), the surrounding area is immediately destabilized with very harsh consequences. For the 0%, there is no chance at all and a roll is not necessary. In fact, I'd suggest that GMs and players don't roll for destabilization until it reaches 25% or more. GMs could also opt to not require rolls for low level spells, level three and under. This way, game play isn't bogged down by rolls on unlikely odds and minor spells.

When Destabilization Occurs

Whenever a spell is cast (any spell), the player must also roll percentile dice. A roll under the chance of destabilzation will cause the spell energies to 'burst.' Every time a spell bursts, the destabilization chance drops by 1d6% time the spell level(s). The results of a spell bursting are up to the GM, but should always be proportional to the level of destabilization. Some possible destabilization effects include:

Magician Slang

Bend - To alter or reshape a spell energy, whether done by metamagic or by skill.
Bomb - When a spell bursts and causes a large amount of physical damage.
Bounce - To reflect a magic spell in some way, as opposed to negating it.
Burst - This happens when an area is destabilized and a spell causes a magical disruption in the area.
Fizzle - A spell that causes a destabilization and simply evaporates harmlessly without any interesting effect. Has also been used as a derogatory term describing a neophyte or washed- up mage.
Fuse - To combine spells through improvisation to create a new spell.
Glamour - A pre-Rifts term for an illusion.
Jumble - A verb, 'to make an error in the casting of a spell.' As an adjective, it is also applied to a faulty, incomplete, or ruined spell formula like that which would be produced from a bad copy of a scroll.
Light Show - An eruption of light and energy created by a spell bursting. Relatively harmless.
Loose Spell - This is a spell that the casting magician has lost control over. Most loose spells function to full duration, then vanish.
Mystic - This is the general term for a magician that uses magic power bestowed by some unknown force (whether a Warlock, a Priest, a Witch, or whatever). For these magicians magic is about intuition and emotion, not hours of studying.
Necro - A shortened term for Necromancers, animated dead, zombies, mummies, and necromancy in general.
Scrip - A verb, 'to learn a spell by copying it from a scroll.'
Sorceror - This is a magician that specializes in common spell magic, but knows enough about magic to learn a few tricks from other disciplines. His study is hermetic - time is spent researching, reading, and theorizing.
Trash - A verb, 'to negate a magical effect.'
Warlock - A magician whose spellcasting powers are drawn from one or two of the elemental forces.
Wild - A spell goes wild when it is cast and does not produce the exact desired effect (maybe stronger, maybe weaker, maybe the wrong target, etc). Unlike a loose spell, the mage doesn't lose control over the wild spell.
Wizard - Same as Sorceror.

Residual P.P.E.(tm)

Spellcasting has a tendency to cause small amounts of magic energy to fragment and 'coat' an area. This stray P.P.E.tm can build up and create a variety of strange mystical effects if not periodically cleaned or reclaimed. It can also attract supernatural entities and other beings, and sometimes even latch on to living beings! This is why taking magical safety precautions is so necessary - a magician's domicile can become chaotic from the unclaimed P.P.E.tm fragments.

Removal of Residual P.P.E.tm

The easiest and most common way of dealing with it is through the use of the Magi spell of Cleansing or creating a Cleanser as described in this file. Most alchemists and a few priests will cast this spell (or have an equivalent ritual or other means) for a payment or donation of 100-1000 gold (or credits), depending on the person and circumstances.

Ley line storms, moving water, forests, earthquakes, and thunderstorms have the effect of recycling magic energy back into the natural world, breaking up residual P.P.E.tm and 'recycling' it. Meditation in such an environment is an effective and easy means of freeing oneself from any P.P.E.tm fragments that might be attached to objects or people.

Effects of Residual P.P.E.tm

This is a table of random effects that GMs might find useful at some point. For every two days of standard spellcasting in an area (at least two spells per day) add 1% to the roll on this table (that's how you run into the more dangerous and rare effects). Roll once a week for effects against an area, once a month for each special magic object or magician (if at all), and often when faced with areas like enchanted lakes, faerie forests, and dragon's lairs. Whatever table element is rolled will remain until the area, target object, or afflicted magician is mystically cleansed.
01-20 No effect: The stray magic energy doesn't cause any problems when there is this little of it.

21-30 Spell Echo: 1d20 minutes after casting a spell, a first level version of that spell will randomly (as in the target is random) manifest itself in the area of its initial casting, as long as sufficient magic energy is present to be drawn. This drain is pretty much automatic, whether drawn from a P.P.E.tm storage battery, a magical haze, a child, a pet, non- sentient supernatural entity, senile wizard, etc. The drain is often spread out amongst several energy sources.

31-40 Magical Haze: The casting of spells has caused everything in the area of casting (or a magician's clothes and jewelry) to become magically charged to a small degree. The haze is barely visible as a bluish- white glow. Magicians can draw off 1 P.P.E.tm per two levels of experience per hour from the area/ possessions. If this P.P.E.tm isn't drawn on, it will tend to build up - each week of existing haze triggers a +3% bonus when rolling on this table, plus this magic energy can fuel other buildup effects.

41-50 Law Weakening: All casters of magic (or the single afflicted wizard or magic object possessor) lose a -3 on their spell strength when casting certain kinds of magic (just illusionary magic, just barrier spells, just body affecting spells, etc). If a spell strength drop isn't appropriate, cut the spell duration or distance by 10%.

51-60 Stray Thoughts: Residual P.P.E.tm causes the people in the area (or a person, if that is the focus) to have distracting thoughts (ones that belong to the original possessor of the P.P.E.tm!) Every time a skill is attempted, the character must roll a save vs insanity. Failure means a -5% penalty is incurred on that roll.

61-70 Mystic Drain: Magic usage causes an additional 1d4 P.P.E.tm to be lost (poof! gone!) in addition to the magic's casting cost. This energy will eventually fuel wild magics in the area, cause Magical Haze and Spell Echos, and also attract supernatural creatures.

71-80 Random Spell Effect: A single spell cast often in the area (or by the caster) will take effect at random, when enough magic energy is accumulated to activate the spell. This is very, very common in areas where magicians were using combat magic, since they tend to utilize a couple favored attack spells.

81-90 Creature Attraction: A minor supernatural being migrates to the area. This will probably be some sort of psychic, astral, or Dreamstreamtm entity with anywhere between 1 and 50 P.P.E.tm

91-100 Law Breaking: The Laws of Magic are warped and broken to some degree, causing the caster of any magic spell, circle, ritual, etc. to roll against his Principles of Magic skill (a penalty is the GM's option) to successfully cast magic. Failure means the magic goes wild.

101-125 Stray Thoughts: As before, residual P.P.E.tm causes the target or those in the area to think strange things. Every time a skill is attempted, the character must roll a save vs insanity. Failure means a -10% penalty is incurred on that roll (can't focus). Everyone in the area will think about depressing, irritating, or out- of- character things, resulting in a -1 to M.E. and -2 to M.A. while affected, and meditation becomes difficult (half the normal rest, P.P.E.tm, and I.S.P.tm is recovered).

126-150 Random Psychic Effects: Every six hours, the area's inhabitants (or the afflicted caster) must save vs magic - failure means that the stray P.P.E.tm triggers latent or even existing psychic power and causes a random minor psychic power to take effect equal, to a first level psychic. People in the area might report bouts of miraculous healing, seeing auras or strange visions, levitation, recovery from illness, being able to hear another's thoughts, etc. In some cases this can be scary or dangerous, especially if supernatural forces have been attracted to the area.

151-175 Creature Attraction: A major supernatural being migrates to the area. This will probably be some sort of psychic, astral, or Dreamstreamtm entity with anywhere between 51 and 150 P.P.E.tm or a variety of supernatural abilities (like minor demons and minions).

176-200 Chance of Failure: Any time a spell is cast in the area (or by the afflicted magician), there is a 2% chance per spell level of the spell inexplicably failing! Also, ranged attack spells like Energy Bolt and Fire Ball suffer a -2 to strike penalty (the former gets a standard -2 penalty while the latter means that a 16 can dodge it instead of an 18).

201-250 Law Disruption: All casters of magic (or the single afflicted wizard or magic object possessor) either lose a -2 on their magic strength when casting any magic, lose 25% of the range of the magic, or lose 1d4 levels in strength (for combat and defense spells). Roll randomly or choose how/ when this affects magicians.

251-300 Mystic Afterimage: Magic energy binds itself into a cohesive form and takes on independent thought (instinctive or intelligent)! The magic might make itself into a copy of the spellcaster, or will possess an animal or child to create a Channeler type character, or will become a replica of something that the caster or the area's inhabitants spent a lot of time thinking about, etc. There are many mages who have tried to develop magics to harness and control this effect, but none are known to have succeeded.

Ritual Magic

This is just a brief word on rituals. A ritual is basically a mixture of spell, circle, and alchemic magic in varying amounts. Some rituals are entirely spell based outside of the drawing of a circle. Others might require some common magical components. The effect of the basic usage of several magic types is to create one overall magical effect. It takes no great expertise in circle magic to draw a pentagram on the floor and toss some demon blood into it. The only drawback to rituals is the amount of time required to create the effects - circles, wards, and spells take a while to learn and/or draw, but their effects can be had quickly in comparison with rituals.

The main point is this: rituals have a bit in common with all magic. Any spellcaster, mystic, wizard, circle maker, or diabolist can learn some ritual magics. Mystics and warlocks will be 'enlightened' with a variant version of a ritual that has the same effect but different means or components. Warlocks escpecially will have a more limited range of compounds to draw upon, something that draws upon their chosen element. A good example is a Protection Circle. A warlock can learn Protection Circle: Simple once he hits level nine (it is a 9th level ritual). A fire warlock would use charcoal or ash to make the circle, a water warlock might use sea salt, an air warlock would use some sort of combustible herb or incense, and an earth warlock would learn towards chalk or some other mineral or soft stone. The effects of the Protection Circle wouldn't be any different, just the means.

Rituals have a magic strength of 16 (always) and benefit from the highest magic strength the ritual leader has. So if a magician has a spell strength of +2 and a circle strength of +3, his rituals have a ritual magic strength of 19.


Save Throws

It makes sense to me to break magic up into the following groups and apply the stated restrictions (in other words, I got bored and suddenly saw an unclear topic in the Palladium magic system). A bonus to save vs magic (from P.E. or O.C.C. bonuses) can be applied against all forms of magic. However, some mages might have bonuses listed to save against specific forms of magic (such as necromantic, shadow, fire, etc.):
Spell Magic: Base save difficulty of 12, plus any spell strength bonuses. No special things to remember, other than that most forms of magic qualify as spell magic.

Scroll Magic: Scrolls are simply spell incantations written with magic. The scroll does not get the spell strength bonus of its creator, so all scroll magic can be saved against with a roll of 12 or better.

Ward/Rune Magic: Base save difficulty of 14. A person with experience might have bonuses to ward/rune strength (as opposed to spell strength).

Circle Magic: Base save difficulty of 14. A person with experience might have bonuses to circle strength (as opposed to spell strength).

Ritual Magic: Base save difficulty of 16. A person with experience might have bonuses to ritual strength (as opposed to spell strength).

Glyph Magic: Base save difficulty of 16. A person with experience might have bonuses to glyph strength (as opposed to spell strength).

Line Magic: Base save difficulty of 12, plus any line magic strength bonuses. Experts with lines have bonuses to cast line magic.

Alchemal Potions: Base save difficulty of 12. No magic strength bonuses can be used to save.

Mystic Herbology Potions: Base save difficulty of 14. No magic strength bonuses can be used to save.

Chi Spell Magic: Base save difficulty of 12. Those with experience get bonuses to cast Chi Spells.

Celestial Calligraphy Magic: Base save difficulty of 10. No spell strength bonus can be transferred to Celestial Calligraphy.

Mind-Altering Magic: Spells like Domination and Charm spells should be saved against as a psionic attack, but instead of adding M.E. bonuses add in the save vs magic bonuses. So, a master psionic would only have to roll a 10 so save against a Domination spell but his P.E. of 12 and ignorance of magic don't give any bonuses. Consider this a special sub-class of magic and all spells, magic circles, spells, runes, and objects follow this rule.

Scrolls

Most Palladium books cover scrolls, but I want to try to include some important and little-known updates and also fill in some gaps.

Scroll Conversion

This can only be done by a literate mage, who must read the scroll (which activates it), translate it (80% or better literacy in the language the scroll is written in, or get a real good translator), and copy it down before the scroll's effect occurs. The base skill for learning a spell from a working scroll is 10% +2% per level of experience in Rifts®, but it's 8% per level in the first edition of the PFRPG. I'd suggest that, for across the board equality, you go by what follows in the next paragraph.

All mystic mages (which includes warlocks, witches, priests, and anyone who learns spells by 'enlightenment' and not hermetic study) are unable to translate scrolls. They lack the perspective on magic that makes this skill possible. All other magicians can translate a scroll into a viable spell formula with a base skill of 10% plus the I.Q. attribute, +4% per each additional level of experience. However, a -2% penalty should be imposed per level of the spell in the scroll. If the conversion attempt fails, the translator is left with no scroll and an incomplete (and probably unstable) spell formula, the casting of which can have embarassing, destructive, inconvenient, or deadly side effects. Further research on the spell will be impossible until the character gains another experience level (or another 25,000 experience points, whichever comes first), at which point research into the spell can be resumed.

A successful scroll conversion results in a complete spell formula, a valuable asset in the complete understanding of the spell - add a +10% to +25% bonus to the success roll of figuring out the existing magic. If the spell formula is incomplete, the GM should give a -15% to a +15% bonus to the roll (depending on how botched the formula is, how difficult the spell is, the caster's experience, etc.) The spell formula will still have information useful in figuring out the spell, but it can't be used for a casting (much too dangerous). The mage can use a complete spell formula as directions to cast the spell, but must rely on a hardcopy of the formula to do so until he learns it and knows it well enough to cast from memory.

Scroll Reading

Since scrolls have the magic energy built in, it is possible for anyone to use them. However, to read the scroll a person must have literacy of 55% or more in the language in which the scroll is written. It also doesn't matter if the scroll is read silently or aloud - either way, the scroll takes effect. All words of the scroll must be read, or else the words vanish from the scroll without being invoked and the spell is invalidated (and will probably be a little hard to control or less effective). The fact that the words vanish when the scroll is read, whether they are spoken or not, is what makes it so difficult to copy down the vital information in the scroll.

Purchasing Scrolls

Wizards and clergy don't often sell scrolls, but will trade, give, and grant them. Alchemists and other magic dealers usually sell scrolls for 200 gold (or credits) per spell level plus 100 gold per level of spell strength. These rates double for spells fourth level or more, triple for spells eight level or more, quadruple for spells twelfth level or more, and quintuple (times five!) for a spell of level fourteen or fifteen. Not that you'd ever find a shop that sells scrolls of spells that are more than level ten, but just in case you were wondering. Alchemist might decide to alter the price even more, based on quantity purchased and the spells involved.

Creating Scrolls

Something I noticed when I just read the Create Magic Scroll spell description in the Nightbanetm RPG (see page 146). It says that computer- literate mages can create digital scrolls! The magic energy is transcribed into text information, which is read as a normal scroll. These scroll computer programs can be moved just like all computer data can, but copies cannot be made - they are self- deleting archives. Creating a scroll requires a literacy of at least 70% in the language of choice. To put a scroll onto a computer disk requires a Computer Operation skill of 70% or better also. One last thing - a scroll requires one hour per level of the target spell to create.


Specialized Magic

There are three basic kinds of magician. Some tap into magical power from a higher source - Witches, Priests, Warlocks, Shamans, and mystics all fall into the general Mystic category. Some magicians have a broad understanding of magic in general, use their knowledge and force of will to create magic, learn magic based on what are called 'hermetic techniques,' and primarily study common spell magic - your basic Sorceror or Wizard (I consider the terms equivalent). Wizards have the capacity to learn and understand most kinds of magic, but rarely have the drive to master a specific school or discipline of magic.

The last category is for the groups of magicians that focus their magical talents in a specific direction - these magicians are the Fleshsculptorstm, the Cybermagestm, the Techno- Wizardstm, the Mirrormagestm, the Diabolists, Necromancers, and Summoners (among many others). Their magic is a mixture of odd philosophy, weird science, and/or allegiance with cosmic or supernatural forces (as opposed to bondage to). The defining quality is that all have a strange ability that sets them apart from all other magicians. I refer to these magicians collectively as Specialists.

Specialist magicians have learned magic by adhering to a strict set of beliefs, pricinples, and teachings. This way of learning gives the specialized mage the ability to perform to a rare and/or difficult form of magic, but also makes magical endeavors outside of the focus of the specialization very difficult. While Wizards can generally read a spell formula and know what to do, a Specialist doesn't often have the same expertise or training in basic spellcasting and would have to study the spell formula before being able to use it. Thus, Specialists almost always have to reverse- engineer a Wizard spell formula and recreate it based it on the principles of their particular specialization.

Some magic might be beyond the capacity of a Specialist's form of magic - a Necromancer would probably never be able to learn a Mirrormagetm spell (completely different philosophy of magic) or how to develop Cybermagetm devices. Necromancers don't have the knowledge needed to fuse magic, flesh, and machine. But, a Necromancer would certainly be able to pick up a couple Fleshsculptortm spells because both schools of magic focus on the control over flesh to some degree. Specialist mages also can attempt to develop a specialized version of an existing magic spell - try the rules in the next section.

Access to Specialized Magic

These are basic restrictions that should be applied when a magician is trying to learn the secrets of another school of magic. The first four were taken from page 39 of TGD and I expanded them to include some things that seemed important.
  1. No Wizard or Specialist can invent an entirely new specialized spell unless that category of magic is fully understood - at least first level proficiency must have been attained in the special magic O.C.C. that uses the specialized magic.

  2. When a Wizard desires to learn a Specialist's spell, or vice versa, consider the spell to be learned five levels higher than it actually is (some spells might be exceptions to this). So, a level two Mirrormagetm spell would be as difficult for a Wizard to learn as a common seventh level spell incantation. The specialized magic spells also require double the normal P.P.E.tm to cast.

    After a Wizard knows six spells from a specialized magic discipline he gains enough familiarity that the specialized magic spells are only considered two levels higher for learning purposes. The spells are still difficult, but the Wizard knows what is going on. He can also cast the spells at the normal P.P.E.tm cost. For a Specialist still learning to cast common spell magic, the same holds true.

  3. No spellcaster may take a specialized spell as a free spell gained upon achieving a new level of experience unless explicitly stated in the O.C.C. description. To learn a specialized spell requires independent research or tutoring. In some cases a spellcaster may not be able to learn common spell magic without a tutor, which reflects the limitation of studies normally part of the O.C.C. Mystic magicians, due to their intuitive use of magic, may or may not follow this rule and could select any spell or ritual (up to the GMs discretion).

  4. Each time a magician attempts to learn a spell that is specific to a different kind of magician a roll under or equal to the I.Q. on a 1d20 must be made. The roll suffers a penalty equal to the actual level of the spell in question (fifth level is a +5 penalty). Failure means the magician may not learn that particular spell until another experience level or 25,000 experience points is gained (whichever might come first).

  5. Magicians who do not use spell magic can learn spells, but have similar limitations - this applies primarily to circle masters, Diabolists, and herbalists. For the purposes of learning new spells, I go by the assumption that one 4th to 6th level spell is approximately equal to the standard rune that a Diabolist would learn and also to a simple magic circle.

    A Specialist of this type, one with no training in casting spells, would have to attempt to figure out an existing spell. For the Specialist's first attempts at this, I'd even impose another -5% penalty to the success roll (inexperience). Once the character succeeds in learning one spell, all others can be learned without the inexperience penalty of -5%. All spell magic cast by the non- spellcasting magician costs double the normal P.P.E.tm until the Specialist has learned eight magic spells - after that, the process is familiar enough that it is cast at normal cost. Circle and rune users rarely study spells other than common ones. For them, the circles and runes are the main course and common spell magic is the dessert.
Example: A standard rune might take a Diabolist 3-4 weeks to learn, and that would be equivalent to a comparably- experienced Sorceror trying to learn a 4th to 6th level spell. The Diabolist is trying to learn a simple Invisibility spell (3rd level), but would relatively as difficult as learning a eighth level spell for the Sorceror. Next is to do the math for the success rolls, counting the spell being learned as a 8th level one. It would take him about eight weeks of research on the spell formula and a week of testing. Though the Diabolist, a Specialist in runes, normally has no knowledge of using a spell formula to create magic he will have a chance of doing so sucessfully.


Spell Design

Although time consuming, the process of spell design is worthwhile. First, simulcasting and improvising spells can be dangerous when magical forces get destabilized. Designing a stable spell greatly reduces the possibility of causing magical destabilization. The second good point about it is that a stable spell will use less energy than its improvised counterpart. An improvised spell burns off the excess P.P.E.tm in holding the spell energies together. Lastly, special spells can give a mage an advantage in combat. This is rooted both in using spells that the enemy has no knowledge of and hence, no defense, and in intimidation value. In magic using environments fireballs are common. What is uncommon could be lightning balls, or flaming darts, or exploding fireballs, or fireballs that burn black flames, etc. And best of all, if a mage is in need he can always consider selling his secrets for something very valuable. Unfortunately the resources for spell creation can become costly, besides the fact that it is a very time consuming process. If you want the 'official' word on creating new spells, see Through the Glass Darkly page 36.

Cost

The base cost should be 20,000 gold (or credits, or whatever) per spell level from one to five, 25,000 gold per level from 6 to 10, and 50,000 per level for 11 and beyond. Add +10% for offensive magic and +20% for summoning and metamorphosis magic. These costs are based on the purchasing costs found on page 164 of the Rifts® RPG.

Don't forget about the costs to set up a laboratory and study and get access to magical libraries. Resources needed should be equivalent to the level of the spell, perhaps 5% to 10% of the cost based on. The quality of resources could either increase or decrease the possibility of success.

I've recently chosen to look at this from another viewpoint: Why is it so expensive? Sure the creative magician needs to invest in some magical safety precautions, but is that why is it so expensive? I figure all that a spellcaster needs to do to make a new spell is to break out a few reference materials, get some paper and pens, prepare some safety precautions, come up with some formula combinations, and experiment!

A mage in the process of developing a spell will usually work on it for 12-15 hours a day, sleeping and eating the rest of the time. All I can figure he really needs to spend money on is day- to- day survival, a few texts relevant to his project, some magical components and stuff, coverage of the fees for using a guild's libraries and consulting other mages (basically paying for a bonus on the next practice roll), and a maid or two (depending on how messy the mage is).

Time Requirements

The time it takes to research a spell formula is equivalent to two weeks per spell level, more or less depending on complexity and resources. Once a formula is developed, the testing begins. This could take anywhere from a few days to years. It all depends on how your GM wants to deal with time in his campaign.

Success Rolls - This brief listing is a compilation of the rules in TDG, pages 36 to 41.

The Final Touches

To unlock the finer details of the spell formula once it is generalized, the creator must have the neccessary P.P.E.tm to cast the spell. He or she should cast the spell a number of times successfully, rolling under their skill level for spellcrafting. A low level spell shouldn't take that many castings to get right (I'd go 1d4 castings), while a medium one would take a few more (1d4+2), and a very high one several times (1d6+2). Good research will drop the number of castings needed.

Failure

The results of a failure should match the type of spell. If a mage was trying to figure out a spell to change the color of water, he could fail and turn his clothes, eyes, himself, or the container holding the water a different color. If he was experimenting with a spell to summon and control a creature and failed, he might actually summon the creature but not have any control over it. GMs should be logical, reasonable, and let the character live to learn what he did wrong. The results of a failure ultimately depends on the spell, preparation, any magical or mundane securities the magician took care to place, luck, and the GM's discretion.

GM Information

Whenever I create new spells for these games we love so much, I always think first about the approximate level of the spell I want to create. I try to use ranges, durations, damages, and P.P.E.tm costs from spells of the same level or one higher or lower. I also look at similar spells to help give me an idea of a way to gauge the power and usefulness of a spell. When working with a player to develop a new spell for a character, a GM should consider the following things when determining the requirements for a successful spell creation:

[ Back to Notes on Magic 1 (36k) ]