Spell Creation

Determine the Power Level of any new spell by referencing the various aspects below. Each aspect generates a Power Level modifier. Add those all together (with a minimum of one) and voila-the final Power Level of the spell.

Remember that combining effects is difficult but may be done. Each added effect of the same or lower power level increases the effect level by one. For example, working magic on both body and mind (turning someone into a monster but keeping their mind and soul intact is more difficult than just turning somebody into a monster with all natural monsterous thought processes) accounts for two Major-level effects and suffers an Awesome-level modifier. Combining Awesome-level effects is asking for trouble, and shouldn't be done without staff knowledge and approval. No such spell should go off without some dire repercussions-some things you just don't mess with.

Participants

DUAL CASTERS: The spell requires two people to cast properly. -1 Power Level.

MULTIPLE CASTERS: The spell requires three to nine magicians working together. -2 Power Level.

GROUP CASTINGS: The spell demands ten or more casters to complete. -3 Power Level.

CASTER REQUIREMENTS: If the primary or additional casters must have certain requirements, the Power Level is decreased by one per requirement. Thus, if a spell requires three participants and each one must have Sorcery and be devoted to Ra, the Power Level decreases by four (to a minimum of one as usual).

Casting Time

INSTANT: The spell may be quick cast by anyone, even those without Sorcery. +2 Power Levels.

RECITATION: The spell may be cast in a couple minutes or less. +1 Power Level.

RITUAL: The spell requires a ritual lasting more than a few minutes, but less than half an hour. No modifier.

LENGTHY RITUAL: The spell needs a ritual lasting from half an hour to several hours. -1 Power Level.

VERY LENGTHY RITUAL: The spell needs a ritual lasting more than several hours. -2 Power Levels.

QUICK CAST: Those with Sorcery can cast the spell quickly. +1 Power Level.

MAGICAL ITEM: The spell creates a one-shot item that stores the effect in some manner until triggered, used, or exhausted. +1 Power Level.

Scope

MINOR: The spell does not directly affect a person or object, and only covers a small area (room). No modifier.

NOTICEABLE: Affects one being, one small hard object (book or table), one human-sized soft object (sofa), a target in the same room (or nearby), or an area the size of a small house. +1 Power Level.

SEVERE: Affects two to ten beings, one human-sized hard object (refrigerator), a target in the same small house (or similar distance), or an area the size of a large building. +2 Power Levels.

MAJOR: Affects up to 100 beings, a huge large object (car), a target in the same large building (or similar distance), or an area the size of a neighborhood. +3 Power Levels. A large percentage of people in a town (everyone downtown, for example), a target in the same neighborhood (or similar distance), or the area the size of ward or district: +4 Power Levels.

AWESOME: An entire town or city. +5 Power Levels. Anything bigger. +6 Power Levels.

LIMITED TARGET SELECTION: The spell only affects a specific subset of beings-vampires, demons of a given subspecies, redheads, etc. -1 Power Level.

Duration

For spells that create an on-going effect, like breathing underwater, a glowing light, or disguising a person's appearance, the following aspects are used.

SHORT: One Turn per Success Level. -1 Power Level.

MEDIUM: One minute per Success Level. No modifier.

LONG: One hour per Success Level. +1 Power Levels.

VERY LONG: One day or longer per Success Level. +2 Power Levels.

PERMANENT (OR UNTIL DISPELLED OR CANCELLED): +3 Power Levels.

For damage-causing or healing spells, the duration is usually instantaneous. It happens and it's over. Such an effect works no modification on the Power Level. If the damage or healing is spread out over time though, the Power Level decreases.

SLOW: Effect spread out equally over a minute. -1 Power Level.

SLOWER: Effect spread out equally over an hour. -2 Power Level.

SLOWEST: Effect spread out equally over a day. -3 Power Level.

So a spell that normally does 15 points of damage instantly would have a -2 Power Level if it inflicted one point every four minutes for an hour. Imposing the full amount of damage over a longer period of time requires repeated castings. Thus, a spell doing 15 points of damage each Turn for five successive Turns is simply an instantaneous 15-point damage spell cast five times in a row. That's a bunch of damage but something is bound to go wrong at some point.

Spell Requirements

The more complex the requirements of the spell, the lower the Power Level. That means that some very powerful spells can be cast fairly easily - as long as all the ingredients and requirements are in place.

NO SPECIAL REQUIREMENTS: Just recite a few magic words, and perhaps use some simple ingredients (candles, herbs and spices, last week's copy of TV Guide), and you're all set. No modifier.

UNUSUAL INGREDIENTS/DIFFICULT USE: Atypical materials or specific ongoing actions by casters. Examples: hair, blood, or other artifact specific to the target; rare herbs; mundane but not commonly found object; obscure or ancient text; continual chanting. -1 Power Level.

RARE INGREDIENTS: The spell requires some hard-to-find materials. Examples: human sacrifice; a rare magical artifact; a body part of a specific demon (most demons are really uncooperative about giving up body parts). -2 Power Levels.

WAY-RARE INGREDIENTS: This requirement is not unique, but it's close. There won't be many on any given continent, if not dimension. Examples: the feathers from an endangered species of bird; ancient relics found only in museums or really good occult collections. -3 Power Levels.

RESTRICTED USE: The spell can only be cast under very specific conditions. This limit should prevent the spell from being cast more often than once or twice a year. -4 Power Levels.

WAY-RESTRICTED USE: The spell can only be used once, or once every several years (at least five years, and it could be centuries or millennia). This effectively allows one chance to cast the spell for the entire lifetime of the game. Alternatively, the spell needs a one-of-a-kind ingredient. Once it gets used, the spell can never be cast again. Use it wisely, ‘cause you'll only get to try it once. -5 Power Levels. Only the highest level requirement applies. If a spell can only be cast once a year (restricted use) and uses demon blood (rare ingredients), the Power Level modifier is simply -4.

Harmful Effect

MINOR: Inflicting one point of damage per Success Level; breaking a nearby fragile object; causing an unsightly skin rash; imposing a Strength 1 poison or disease on a person. No modifier.

NOTICEABLE: Inflicting damage equal to the magician's Willpower for every Success Level on the roll; shattering all the glass or other fragile objects in an area the size of a room or a small house; imposing a poison or disease with a Strength level equal to the Success Levels (max three). +1 Power Level.

SEVERE: Inflicting damage in the amount of Willpower doubled per Success Level; striking somebody blind, deaf, or mute; imposing a poison or disease with a Strength level equal to double the Success Levels (max five); enfeebling a victim (reduce one Attribute by one per Success Level); shattering or molding rock or metal. +2 Power Levels.

MAJOR: Inflicting damage at a rate of three times Willpower points of damage per Success Level; imposing a poison or disease with a Strength level equal to triple the Success Levels (max seven); seriously enfeebling a victim (reduce one Attribute by two per Success Level, or two Attributes by one per Success Level). +3 Power Levels.

AWESOME: Inflicting five times Willpower points of damage per Success Level; imposing a poison or disease with a Strength level equal to five times the Success Levels (max 10); incapacitating a victim (reduce one Attribute by four per Success Level, or two Attributes by two per Success Level, or four Attributes by one per Success Level). +5 Power Levels.

With spells causing poison or disease damage, the harm is instantaneous and finished. If it's drawn out, apply the "damage over time" rules in Duration above

Mind/Emotional Effect

MINOR: Causing momentary joy, sadness, or anger; creating a flash of light. No modifier.

NOTICEABLE: Calming intense emotions; creating visual illusion. +1 Power Level.

SEVERE: Changing a person's feelings (a love spell, or turning grown people into teenagers); creating illusions that fool at least three senses. +2 Power Levels.

MAJOR: Turning a person into a willing slave; creating illusion indistinguishable from reality. +3 Power Levels.

AWESOME: Rewriting memories over an entire lifetime. +5 Power Levels.

Conjuring/Summoning Effect

MINOR: Creating a small globe of light; locating a familiar object in the same room. No modifier.

NOTICEABLE: Creating strobing or moving light; starting a large fire; locating a familiar object in the same small building; bringing a familiar object from the same room to your hand. +1 Power Level.

SEVERE: Summoning beings from other dimensions; raising a zombie; locating a familiar object in the same large building; bringing a familiar object from the same small building to your hand. +2 Power Levels.

MAJOR: Summoning a dangerous spirit entity or a powerful demon (not quite Big Bad level, but lieutenant-chief henchman types); locating a familiar object in the same neighborhood; bringing a familiar object from the same large building to your hand. +3 Power Levels.

AWESOME: Summoning a Big Bad-level creature; locating a familiar object in the same continent; bringing a familiar object from the same city to your hand. +5 Power Levels.

Spells which summon a force or being which is not under the caster's control decrease the spell's Power Level by one. This sort of effect just runs rampant once it's invoked, with little or no regard for the desires of the person who actually did the invoking.

Manipulating/Transforming Effect

MINOR: Unlocking simple locks; marking materials with design or coating. No modifier.

NOTICEABLE: Sliding a deadbolt; bending or denting hard materials (rock or metal); breaking or molding fragile materials. +1 Power Level.

SEVERE: Opening large or complex locks; shattering or molding rock or metal. +2 Power Levels.

MAJOR: Changing the properties of a material-turning metal as soft as mud, or "hardening" air into a barrier. +3 Power Levels.

AWESOME: Creating impenetrable walls of force. +5 Power Levels.

Summary Effect Strength

For those that don't want to work through all those prior lists (face it, sometimes lots of detail is just … too much detail), here's a handy one-stop shopping effect strength summary.

MINOR: Anything that does not significantly alter or damage the subject. The spell may annoy or amuse, or create momentary effects. No modifier.

NOTICEABLE: The effect is strong enough to injure people, break things, and produce impressive lightshows. Objects (and living beings) cannot be transformed (either physically, mentally or spiritually). +1 Power Level.

SEVERE: The effect can alter a person's emotions and senses, inflict severe injuries, and reshape (but not transform) matter. +2 Power Levels.

MAJOR: The spell can transform living beings and objects, reshaping their very essence, properties, or soul. +3 Power Levels.

AWESOME: The spell can do incredible things, wipe a vampires memories, return life, reshape areas or populations, blast objects or people, or cause earthquakes. +5 Power Levels.

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