Core - Casting - Mod in Envious | World Anvil
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Core - Casting - Mod

PERFORMING CHECKS     Characters have 2 sets of stats to roll against - Attributes and Skills. These are both listed on the characters sheet. When performing a check the player will need to roll 2d6 rolling underneath the Check Value (CV) asked for by the Game Master (GM). The CV is the total gained from adding the characters called upon attribute and skill together. Simpler Checks can be made using more than one Skill.   Performance Checks that relate to a Players speciality immediately have that specialities score added onto the CV. Rolling two 1's is always a success, two 6's is always a failure and is the CV is 12 or above the action is succeeded with the roll being used to see if there has been further success.   Example Player A wants to try sneaking around some guards. Player A has a speciality called "Sneak". The GM might ask for a roll using the players Dexterity Attribute and Stealth Skill. Player A has 4 in Dexterity and 2 in Stealth so the CV is 6 normally. As Player A's Sneak speciality is relevant that is added to the CV. There Sneak score is 3. So the CV is 9. Player A needs to roll under a 9 on 2d6 to pass the check. If the GM wanted to make the roll easier they could also ask for Athletics to be added as well which would raise the CV.
MAGIC CASTING To cast a spell the Player must describe what they are planning to do first.   Casting is spilt up into several different elements - Magic Skill, Status, Distance, Effect, Time and Repeat. All these are added together to create the CV for successful casting which is rolled using 5d6.   Magic Skill and Status are the scores from the characters sheet using the Magic Skill and the declared Status. Both of these need to be at at least 1 to be used and only one Status can be used at a time in casting.   Distance is effected by how far the spell reaches. Spells effecting the self or touching a willing person get a score of 6. Within 1m is 5, within 5m is 4, then -1 for each 5m after that.   Effect is measured by how many willing people are effected by it. If they are unwilling then combat casting rules take effect. If a spell is mixed between Willing and Unwilling people then roll as if everyone was unwilling. Only the self is 6, 1 willing person gives a score of 5, then -1 for every person after that.   Time is measured in seconds with spells that last 1 second giving a score of 6 then 10 seconds being 5, 30 seconds being 4, 1 minute being 3 and finally -1 for every 30 seconds after that.   Distance, Effect and Time scores can push past 0 and into the negatives. Effecting the CR greatly. Six 1's rolled however is still a success, despite the odds but may still have consequences.   Finally Repeat. Repeat is 0 but a Player can make note of the exact spell on their sheet. Attempting the spell up to the CV raises the repeat score by 1 provided at least one of those casts was a success. The player must then go through casting again.   MIRACLES A Miracle cast is when all 1's are rolled and the spells Repeat Score is at 6. When this happens then any thing is possible, a heal could raise the dead, time could reverse for the world, start a cult, who knows.
ITEM MODIFICATION Like Magic Casting, to perform an Item Modification the Player must describe what they are planning to do first. Modification is split similarly to casting with - Technology Skill, Status, Item Size, Effect, Uses and Repeat. All these are added together to create the CV for successful Modification which is rolled using 5d6. Items can be used to help in modification and lower the CV or add different effects to the final product.   Technology Skill and Status are the scores from the characters sheet using the Technology Skill and the declared Status. Both of these need to be at at least 1 to be used and only one Status can be used at a time without an item being used.   Item size is about how large the Item being modified is. Palm sized items and smaller gives a score of 6. Hand held gives a score of 5, Items that require 2 hands to hold give 4 and then a score of 3 is given for chest sized pieces and Full body items give a score of 2. Anything Larger is measured in "People" and each person gives -1 to the score. For Example A table would be reasonably take 2 people to carry so would give a score of 1. Balms and Oils sizes are measured by the area they would cover. Potions are measured in size by the amount of body they would effect.   Effect is measured by how many Items are effected by it. If only the Modified Item is effected the score is 6, Effecting 1 more item gives a score of 5, then -1 for every Item after that. Effects that would interact a living being get a score of 4 then a -1 for every person after that whether they are willing or not.   Uses is measured by how many with uses the Modified Item has. 1 use gives a score of 6 then 3 uses gives 5, 5 uses being 4, 7 uses being 3 and finally -1 for every use after that.   Item Size, Effect and Uses scores can push past 0 and into the negatives. Effecting the CR greatly. Six 1's rolled however is still a success, despite the odds but may still have consequences.   Finally Repeat. Repeat is 0 but a Player can make note of the exact modification on their sheet. Attempting the spell up to the CV raises the repeat score by 1 provided at least one of those casts was a success. The player must then go through casting again.   Modified Items in combat usually effect the type of damage dealt - for example dealing Fire damage - or have an effect on top of damage such as filling the target with an emotion. They can also do things such as aid in Hiding, Distraction or Stabilising.
Example Spells  
Name Type Distance Time Effect What Does it do
Call Crusher Earth 1m (5) 10 Seconds (5) 1 Other Being (5) Summons "Crusher" from the ground. A Sentient Wall that Really likes to fall on people. (1 Attack Strength 6 + Athletics 2). Crusher will then return to the Earth.
Tummy Rumbles Persuade 5m (4) 30 Seconds (4) Affected beings 6 - Wits Makes the target feel hungry, regardless of if its ever felt hungry before. Works on People, Animals, Plants and if you want even Objects.
Organise Room Air 15m (2) 30 Seconds (4) Other beings - Non-living (5) Organises a room into neat piles, such as books, floor boards, furniture and the like.
Home made Meals Summon 1m (5) 10 Seconds (2) One Other Being either (5) or Your mothers 6-Wits if she doesn't want to cook Call on your own Mother, where ever and who-ever that may be to send you a home made meal. It'll appear in front of you when its good and ready.
Lightning Rod Electric Self (6) 1 Second (6) Self (6) - Anyone touching you (6-Dexterity Score) Call down the power of the heavens to strike you down with Lightning. Weirdly this may hurt. 5m around you catches non-magical fire and you take 5d6 - Defence and Everyone touching you takes 3d6- Their Defence.
Wonderful News! Joy 1m (5) 1 Minute (2 One Other being (6 - Their Wits) That's great to hear! Whatever you said casting this has overjoyed the listener, really its made their day. Till they figure out it's a spell, or not true or nonsense.
Dissolve Acid 1m (5) Cloth - 30 Seconds (3) - Wood - 1 Minute (2) - Metal under 2cm - 2 Minutes - Metal under 5cm - 4 Minutes (-4) One Item Effected (5) Create a sweaty acid that can chew through nearly anything, given enough time and Dedication.
Take off Air Self (6) 1 Minute (2) Self (6) You can fly instead of fall! You fall and can move in the air at your Swim Speed while you aren't casting.
Take Back Summon 1m (5) 10 Seconds (5) One Other Being (6 - Their Wits) You and the effected person undo the last 10 seconds in time. Everyone unaffected see you both do this, it looks kind of odd but hey you might not be stabbed anymore, time has still moved normally.
Localised Drizzle Water 5m (4) 2 Minutes One other Being ( 6 - Their Dexterity) Create a small, very rainy cloud above the target. While it might not last long it's still move than enough to ruin their hair and day.
Just A Bunch of Fire Fire 15m (3) 10 Seconds (5) All beings in the effected area. (6 - Each Dexterity) Explode out in flames of all colours and sizes, maybe covering a few other things in them in doing so. If they fail they'll be on fire for about 30 seconds unless put out. They're Strong against Cold and Weak to more Fire with a -2 to Defences.
Partial Reanimation Persuade 1m (5) 1 Minute (2) One Other Being (5) Raise up, just a little of the dead. An Arm, a Leg - Maybe just talk to them if they're fresh enough. It'll go back to being dead fairly quick.
Laser Pen Persuade 5m (4) 30 Seconds (4) All beings who can see it (6 - Each Insight Skill) Make a really pretty glowing dot floating in the air that can distract people looking at it. Until they try to touch it. It can be moved by the caster.

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