[0.8.1] Ye Old School Magic

By Terefang, in Genesys

Here some old school cantrips quickly ported to Genesys

changes for 0.8.1:

  • changed Ray of Frost opposed check to Resiliance (5e says Fortitude Save)
  • properly reformatted todo cantrips
  • need mor playtesting/feedback for balance

changes for 0.8-draft:

  • re-merged utility cantrips
  • left some unformatted for todo

changes for 0.7.1-draft:

  • now listing Genesys Spell Type for each spell

changes for 0.7-draft:

  • All spell casting checks are now opposed instead of simple attack difficulties

changes for 0.6-draft:

  • formatted all spells on one page
  • replaced touch with engaged range.
  • more streamlined to use magic effect qualities from CRB rather than own interpretations.
  • indicated exclusive Magick/Theurgy (ie. Arcane/Divine) spells

changes for 0.5-draft:

  • narrowed focus on the cantrip attack spells from 5e

5e_spells_0_cantrips-v0.8.1.pdf

Edited by Terefang
1 hour ago, Terefang said:

Here some old school cantrips ported to Genesys

5e_spells.pdf

These need a lot of work. A bunch of attack cantrips that are all identical except for damage type...? IMO they need more granularity and need to do interesting things in their own right. Increase the damage for some while decreasing their range, for example (like Acid Splash...it should be short range and deal more damage)

D&D game effects don't translate well into Genesys, primarily because of the rather profound differences in action economy and game concepts. For example, True Strike and Sacred Flame. Too high a cost for not nearly enough benefit. On tht flip side is Ray of Frost, I like what was done there.

The ranges and times are also wonky throughout. Need to specify range bands instead of feet, and rounds in addition to minutes. Also, "touch" isn't a range; it should read "Engaged."

5 hours ago, awayputurwpn said:

These need a lot of work. A bunch of attack cantrips that are all identical except for damage type...?

these correspond to the 5e cantrips.

5 hours ago, awayputurwpn said:

IMO they need more granularity and need to do interesting things in their own right.

this is the first draft.

5 hours ago, awayputurwpn said:

On tht flip side is Ray of Frost, I like what was done there.

how about "Chill Touch" ?

i have already updated the acid splash:

Acid Splash

Conjuration cantrip

Range: Medium

You hurl a bubble of acid at your opponent within range.
Make a spell casting attack check. On a hit, the target takes acid damage equal to casting characteristic and uncancelled successes add to damage.
Any uncancelled advantages can be used to activate/prolong the Burn Quality for one round.

I would go to Sunder instead of Burn to acid spells. Breach could do great also, but I don't know if passive qualities are ok to use in the magic system. I'd leave Burn to fira spells. Vicious would be the second quality with most sinergy in my opinion.

It's not a rule, but just a starting point to make elemental spells different for each element.

I can see Burn for acid damage. I could go either way on it, really. Sunder would be a cool effect though.

The cantrips are also missing what magic skill they belong to (Arcana, Divine, or Primal)—unless you're treating each D&D magic school as its own skill in your setting?

I think the main thing, @Terefang , is that you're not going to get a clean port from D&D. Two different systems with vastly different action economies, dice mechanics, and resource managements systems are not going to mesh well.

  • Strain is like front and center for Genesys, but the D&D analog of Exhaustion is hardly touched upon in the basic rules.
  • Hit points and thresholds are roughly analogous, but the ratios are off. And then there's soak :)
  • Measurements like "minutes" and "feet" are pretty hard and fast in D&D, but in Genesys it's like "it's about this far away," or "it takes about this much time," with relatively wide margins. Likewise, there is no such thing as a "cone" or "sphere" area of effect in Genesys. Granularity is traded in for narrative flexibility.
  • The spell section in the D&D Player's Handbook is massive . By contrast, Genesys devotes 9 pages to magic spells & items. It's clear that the two games present magic in vastly different ways, with a single spell in Genesys devoted to attack, which you can then modify on the fly by way of increasing the difficulty.

An idea—what if all the attack cantrips were Opposed checks with qualities (such as Disorient, Burn, Blast, etc)? That way they function rather differently from stock spells and still have that D&D flavor where a lot of spells & cantrips are met with saving throws. I'm still not feeling the Medium range thing. I'm not sure how much it would affect balance, but it feels like some of these cantrips should have a range of long.

1 hour ago, awayputurwpn said:

but it feels like some of these cantrips should have a range of long.

i have made the following assumptions:

  • anything out to 30 ft is short range,
  • up to 120 ft is medium range,
  • up to 300 ft is long range,
  • and anything farther is extreme

and remember these are cantrips -- the Fire Bolt is at 120 ft vs. the Fire Ball (3rd Grade) is at 150 ft in 5e (400ft+40ft/level in Pathfinder)

1 hour ago, awayputurwpn said:

The cantrips are also missing what magic skill they belong to (Arcana, Divine, or Primal)—unless you're treating each D&D magic school as its own skill in your setting?

i think that is up to the individual gaming group/setting/gm -- so i did only specify the original spell effect/school from 5e.

but if you want to know how i am handling it is:

There are

  • Schools of Magick (Green, Blue, Black, White, Grey)
  • Traditions of Theurgy (Sunlight, Moonlight, Balance, Shadowy Darkness, Gloomy Darkness)
  • Hedge Magic (Witchcraft, Sorcery, Demonology, ...)

Each School/Tradition/Type is a skill and has access to a list of effect types (eg. Conjuration, Evocation, ...)
and at a certain strength (eg. difficulty might get upgraded or downgraded).

There are also a number of native (specialty) spells for each School/Tradition/Type taken out of "Dangerous Journeys: Mythus Magick (DJMM)"

This means the the converted 5e spells/cantrips represent common spell knowledge,
whereas the spells from DJMM represent special versions you might find hidden in a wizards tomb.

not all spells are created equal.

Edited by Terefang
2 hours ago, Terefang said:

This means the the converted 5e spells/cantrips represent common spell knowledge,
whereas the spells from DJMM represent special versions you might find hidden in a wizards tomb.

Gotcha. This is a diversion from the spell lists in D&D, where certain cantrips aren't accessible to certain classes.

2 hours ago, Terefang said:

not all spells are created equal.

And yet they are all so similar. That's what I was getting at.

As far as range bands go, I think you're pretty much correct. But you're already giving Genesys-style qualities and Boost/Setback-adding effects to the cantrips...so I figure what's wrong with a little range band disparity, to spice things up? After all, in D&D there's a big difference between a lot of these spells' ranges, so switching things up to push a few of them out to "long range" could put some of that granularity back into the mix.

15 hours ago, Terefang said:

this is the first draft.

Just saw this. I'm sorry if I gave off the impression that I was attacking you. My intent was to give feedback based on my experience with the system thus far.

7 hours ago, awayputurwpn said:

so I figure what's wrong with a little range band disparity

there is in 5e, but once you convert to range bands it becomes narrative short range (30 ft), and medium range (60ft 90ft 120ft).

also you must consider that these are assumed to be on the same power level, hence the similarity.

I noticed you aren’t stating the difficulty of the casting check in your descriptions.

Is this left intentionally vague? Genesys qualities to create these spells should come with a set difficulty, like increasing range.

Also, why not list which Genesys magic type they fall under, e.g. Attack, Augment, etc?

1 hour ago, ESP77 said:

I noticed you aren’t stating the difficulty of the casting check in your descriptions.

Is this left intentionally vague? Genesys qualities to create these spells should come with a set difficulty, like increasing range.

Also, why not list which Genesys magic type they fall under, e.g. Attack, Augment, etc?

Definitely agree. Several of these spells have medium range so are at least 2 difficulty. So I see a bit of a problem with the philosophy of these verses being cantrip in that the point of cantrips was that you can them at will without using spell reserves. Are you considering some kind of system with talents perhaps where these become free?

11 hours ago, Doomgrin75 said:

Several of these spells have medium range so are at least 2 difficulty ...

... Are you considering some kind of system with talents perhaps where these become free?

and they include effects/qualities ... but are opposed checks instead rather than simple attack difficulty

Edited by Terefang
12 hours ago, ESP77 said:

Also, why not list which Genesys magic type they fall under, e.g. Attack, Augment, etc?

because they represent thousands of years worth of spell research and cannot be categorized by simple types ...

but if you like list them all under "Attack", which they are certainly,

some may also fall under "Conjuration" or "Evocation" or "Enchantment" or "Necromancy"

3 minutes ago, Terefang said:

because they represent thousands of years worth of spell research and cannot be categorized by simple types ...

? okay....?

3 minutes ago, Terefang said:

because they represent thousands of years worth of spell research and cannot be categorized by simple types ...

The "simple types" are a function Genesys game mechanics, not in-universe lore (unlike D&D where the two are essentially conjoined).

7 minutes ago, awayputurwpn said:

The "simple types" are a function Genesys game mechanics,

if you need to thick in such categories.

the listed spells only need the mechanics of "having a magic skill" and "requires 2 strain to cast"

geeky question: what Spell Type would be a "Wish" Spell ?

Edited by Terefang
14 minutes ago, Terefang said:

if you need to thick in such categores.

I don't need to; I'm just telling you how it is.

13 minutes ago, Terefang said:

geeky question: what Spell Type would be a "Wish" Spell ?

Utility

19 minutes ago, Terefang said:

geeky question: what Spell Type would be a "Wish" Spell ?

This is more narrative-level stuff. It wouldn't be a skill check like Attack or Conjure, IMO.

Just now, ESP77 said:

Utility

i wish my lasgun shooting someone (not attack?)

i wish an atom bomb dropping (not conjuration?)

Genesys is a Toolkit, so why cant we have spells/rotes/rituals that are crossover or defy classification ?

Utility because it essentially is a mimic. It doesn’t fall into any specific category. So utility

2 minutes ago, awayputurwpn said:

This is more narrative-level stuff. It wouldn't be a skill check like Attack or Conjure, IMO.

for the ideally eugenically designed narrative role-player, certainly -- in reality ?

Wish: Flip a story point and make a caster check. Based on the results, e.g. number of success, advantage, triumph you may describe what you wish to happen. GM approval required.

Still Utility ?

You're forgetting the most important component of the Wish spell—a very hefty material cost. This is why I suggest not categorizing it as a game-mechanical skill check, but instead making it a narrative element.

28 minutes ago, Terefang said:

for the ideally eugenically designed narrative role-player, certainly -- in reality ?

I'm not sure how I gave the idea that I was talking in anything else than real terms.