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Spell Aspects

Magic spells are constructed from one or more spell seeds and metamagic components. A metamagic component is a technique learned from skills (primarily Magic Skill and Magic Power) which can be added to a spell. Metamagic components usually grant some benefit to the spell at a cost of increasing the spell‚s Power or Complexity rating.  See Building Spells (below) for more information.

Spell seeds all have several aspects, including range, casting time, target, duration, and effect. Most of these can be modified with spell metamagics. See Building Spells (below) on how multiple spell seeds with conflicting aspects work together.


Melee : you must physically touch the target. You use your natural reach (typically Close reach- see Combat). If you are proficient with unarmed attacks, you can use an unarmed attack roll instead of a magic skill check to hit enemies. Also, you can use a silver weapon for a similar effect: see Materials in Chapter 6: Equipment for more information.

Short Range : The spell has a 5m range increment

Medium Range : The spell has a 20m range increment

Long Range : The spell has a 40m range increment

Casting Time: Typically, the casting time of a spell is one 4SA (4 seconds). The spell comes into effect at the end of the casting time.

Target: The target of the spell. The target must be in range. Unless otherwise specified, you need Line of Effect to the target, just like with a ranged attack.


Attack: You must roll to hit the target with an attack roll using your magic skill modifier. The target can defend as normal. Projectiles are always clearly visible, although their exact appearance is based on the spell.

Reactive: Reactive spells are usually Immediate Action castings, and are only useful in a specific situation. Reactive spell seeds generally do not require an attack roll, and can therefore not be defended against normally.

Specialized: Specialized seeds vary the most. Generally, they are useful outside of combat in a utility role, although with a little creativity they can turn the tide of battle. Specialized seeds generally do not require an attack roll, and can therefore not be defended against normally.


Instant: the spell lasts for less than a second, then is over before the caster's turn ends. Any effect remaining after the spell‚s duration ends is completely real and non-magical. An Instant spell can only be countered by a defence roll, a readied action or an immediate action, otherwise the magic is gone before it can be countered or dispelled.

Rounds : the spell lasts for one round per point of magic skill bonus the caster has. For example, if Magnus the Black (a sorcerer extraordinaire) casts a spell with Rounds duration and has a +3 Magic Skill modifier, the spell lasts for 3 rounds (18 seconds).

Minutes : One minute per point of magic skill bonus the caster has.

Hours : One hour per point of magic skill bonus the caster has.

Days : One day per point of magic skill bonus the caster has.

Permanent : The spell lasts forever, or until some other effect causes it to dissipate.

Concentration : The spell lasts for as long as you concentrate on it. Concentrating on a spell takes one 4SA every round.

Effect: What the seed does. Effects vary dramatically; see the spell‚s description for information.

Modifications: While building the spell, you  may select these modifications in order to make the spell more Complex or more Powerful.

Spontaneous Effects: Sometimes, the power of your spell is modified on the fly, in play and not during spell creation. For example, this happens when a caster has been Severed, or is using Go All Out.. The character must make changed to the spell to accommodate the increased or decreased complexity or power. Modifications and metamagics that can be changed on the fly like this are clearly marked.

As a rule of thumb, any change to a spell's power rating not done at spell creation can only be made using these specially marked modifications and metamagics.

The player is encouraged to do this quickly so as not to slow down play.

Whenever a spell's Power rating is lower than the character's maximum, he can fill in the gap using these  spontaneous modifications.

Spell Description: How the spell looks is defined by the player who created it. There are a few restrictions, however:

Spells are always clearly visible, with a Visual Perception DC of 0 minus the spell's Power rating. So, a powerful spell is brighter and easier to see than a weak one.

Spells are always clearly audible, with an Auditory Perception DC of 0 minus the spell's Power rating. So, a powerful spell is louder and easier to hear than a weak one.

Creatures with especially good noses can detect spells by scent. This has an Olfactory Perception DC of 10 ƒ the spell's Power rating.

Despite this, how exactly the spell looks, sounds, and smells is up to the player, subject to GM approval. Spells usually reflect their caster's quirks and personality in some way.

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