The Single Word Spell List

By Terefang, in Genesys

here i will post the proposed spells, open for discussion.

Please remember these spells are subject to the following guidelines:

Spell Construction:

  • build a spell-formula with the rules given in the CRB but dont care about the difficulty limit.
  • assign the additional effects into two categories either Complexity or Magnitude.
    (eg. Target/Range/Silhouette fall into Magnitude)
  • Optional: choose one effect that need advantages to activate is auto-activated
    OR decrease Magnitude by one
  • Optional: choose one effect that you can spend advantages on, spending on other effects is prohibited
    OR decrease Magnitude by one
  • Optional: choose one effect that you can spend success on, if the basic action does not require it, spending on other effects is prohibited
    OR decrease Magnitude by one
  • base effect scores based on skills (eg. Knowledge) are fixed at 3, unless written otherwise
    for +1 Magnitude one effect score set to 5,
    for -1 Magnitude one effect score set to 1
  • base effect scores based on attributes (eg. Intellect) are fixed at 5, unless written otherwise
    for -1 Magnitude one effect score set to 3,
    for -2 Magnitude one effect score set to 1
  • Final Difficulty is Base Action Difficulty + Complexity
  • Final Strain Cost is 1 + (Magnitude / 2)

have fun ...

Edited by Terefang

Bolt – You hurl a crackling bolt of damaging magical energies at one target.

[Attack, Empower +2, Range+1, Additional Target +1]

Damage: 10, Range: up to Medium (but not Engaged), Strain: 4, Difficulty: as Range.

  • You may spend uncancelled successes to increase Damage
  • You may spend [AA] to hit an additional target engaged with the original target (may be spent more than once)

Edited by Terefang

Call – You summon an allied Creature (up to Silhouette 1) to your side to fight for you.

[Conjure, Concentration, Medium Summons +1, Summon Ally +1, Additional Summon +1]

Range: Engaged, Strain: 2, Difficulty: Hard(3)

  • You may spend uncancelled successes to keep an ally summoned an additional round without concentration
    (may be spent more than once)
  • You may spend [AA] to summon an additional ally to fight for you
    (may be spent more than once)

Cure – You lay your hands on a diseased patient and cure one disease.

[Heal, Restoration +1]

Range: Engaged, Strain: 1, Difficulty: Average(2)

  • You may spend [A] to remove an additional disease from the patient (may be spent more than once)
  • You may spend [AA] to remove one critical injury from the patient caused by the cured disease (may be spent more than once)

Fade – You become somewhat semi-ethereal and can move through a wall (max. 1 foot thick) you are engaged with by spending two maneuvers (one for entering and one for exiting the wall). You can still be hit by attacks and if so will prohibit you from slipping through the wall.

[Utility]

Range: Engaged, Strain: 2, Difficulty: Average(2)

  • You may spend 1 Strain to add one additional foot to the thickness of the wall you can slip through (may be spent more than once)
  • You may spend [A] to ignore one attack which prohibits you from slipping through the wall (you still take the damage, may be spent more than once)


Edited by Terefang

Fear – You project an aura of fear onto an enemy target causing them to be staggered for the duration.

[Curse, Concentration, Paralysed +3, Range +1, Additional Target +2]

Range: Medium, Concentration: Yes, Strain: 3, Difficulty: Daunting(4)

  • You may spend [A] to effect an additional target in range (may be spent more than once)
  • You may spend [AA] to make an effected target flee in panic for a number of rounds equal to your Knowledge (may be spent more than once)
  • You may spend [T] to make all targets in range flee in panic for a number of rounds equal to your Knowledge (may be spent more than once, adding to the rounds fleed)

Calm – You project an aura of calmness and peace onto all non-magical creatures of silhouette 1 or less engaged with the caster of not more than animal level intellect and cunning, causing them to be pacified for the duration.

[Curse, Concentration, Pacified +2, Range +1, Additional Target +2]

Range: Engaged, Concentration: Yes, Strain: 3, Difficulty: Hard(3)

  • You may spend [A] to effect an additional target in short range (may be spent more than once)
  • You may spend [AAA] to extend the effect to creatures in short range.
  • You may spend [AAA] to extend the effect to creatures of silhouette 2 or less.
  • You may spend [T] to extend the effect to all non-magical creatures regardless of silhouette of not more than animal level intellect and cunning within medium range.

I like these! But for Fear and Calm, I feel the difficulty should be based on target's Discipline (or Cool for Calm?).

4 hours ago, ageofelephants said:

I like these! But for Fear and Calm, I feel the difficulty should be based on target's Discipline (or Cool for Calm?).

in D&D mechanics perhaps, but i tried to stick to the standard Genesys system mechanics.

apart from that, Calm is for a crowd of animal level intelligence creatures (~ 1 INT) so it would make the Difficulty too easy and that does not represent the complexity of the magic action.

Edited by Terefang