I feel like there are some classic fantasy tropes that Genesys hasn't covered in terms of magic abilities. I've been given some thought to these, and have come up with a battlefield control spell, an enchantment spell (not totally satisfied with this one), and a necromancy spell. I've posted older versions of these elsewhere, but would love some feedback on them. I'd also like to see what other people are implementing. I still feel like we could use a concrete Illusion spell (maybe)--right now, I've added it as an Additional Effect on Conjuration that makes the spell easier to cast, rather than harder.
A note on Knowledge: my intention for my game is for any spell that refers to ranks in Knowledge to use ranks in the Knowledge skill associated with identifying your target, or somehow related to the effect. For example, if you're trying to affect humans, it would look at ranks of Knowledge (community), whereas if you were trying to mimic the claws of a bear (for Augment) it would be Knowledge (nature). My table will have probably 5 Knowledge skills, and I feel like this is a way to encourage spreading out investment, or ensuring that someone doesn't have the same power for all foes. In the cases where the spell is targeting a mix that would use different Knowledge skills, the caster would apply the ranks of the lower skill.
I would particularly welcome feedback or suggestions on power level and perceived usefulness of the spells and effects, as well as suggestions for magic school-restricted effects, such as (Arcane Only) or (Divine Only) as examples.
Fog
Base difficulty Easy (D): Create a thick fog, smoke, darkness, writhing vines, etc...that obscure sight in engaged range. This persists until the end of your next turn. Characters in the fog are considered to have two levels of concealment, imposing 2 Setback dice on checks they make that rely on sight (attacks, Perception, Vigilance, typically). The same is applied on characters outside of the affected zone against characters within.
Concentration: Yes
Additional Effects
+D Extend: The affected area increases by one range band. This may be added multiple times, increasing the range band each time.
+D Thicken: The effect becomes more dense, further hampering vision, and imposes an additional Setback on related checks. You may spend AA to add an additional Setback die.
+D Range: You may cause the effect to manifest at a desired location within short range instead of emanating from you. It still fills the engaged range band. This may be added multiple times, increasing the range band each time.
+DD Hinder: The effect restricts movement (the fog thickens, vines nettle, or become grasping, etc...) and is treated as being difficult terrain.
+DDD Noxious: The effect becomes poisonous, or otherwise harmful (smoke could become sickeningly thick, vines might sprout sharp thorns, etc...). Characters who end their turn within the area of the spell take Strain damage (ignoring soak) equal to your ranks in Knowledge.
Enchantment
Base difficulty Average (DD): This spell is used in place of a social skill check (Charm, Coercion, Deception, Leadership, Negotiation) against a target within short range, and can yield the same results as a successful check of that nature, declared when casting the spell, but the effects from a successful check end when the spell does, so a successful Charm check cannot produce a lasting helpful alliance or friendship, for example, and advantages cannot be used to affect other targets (see additional effects). Once the spell ends, affected targets are aware that they were acting unusually and may realize that they had been subject to some magical compulsion (they may react hostilely). Any abilities, talents, or items that affect incoming social skill checks (such as Nobody's Fool) affect this spell's check (like defensive abilities vs the Attack spell), but you cannot apply your own social skill bonuses.
Concentration: Yes
Additional Effects
+D Additional Target: May select additional targets to affect equal to your ranks in Knowledge. You may spend A to affect additional targets for A spent.
+D Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range band each time.
+D Emotion: Cause the target to experience a particular emotion, such as joy, fear, hunger, exhaustion, calm. This need not align with the sort of social check the spell is mimicking (you might ask someone to let you pass, because you're a good person, but they feel strangely afraid; whether of you, or something in particular, or in general).
+DD Easy Feeling: Affected targets no longer are aware that they acted strangely during the spell's duration (though may become suspicious still if they are made aware of their odd behavior).
+DDD Forgetfulness: After the spell ends, affected targets have no recollection of events that occurred during the spell's duration.
+DDD Suggestion: Affected target obeys all commands from the caster for the duration of the spell, going beyond what one could normally accomplish with a social skill check. Affected targets may attempt a Discipline vs Knowledge check as a maneuver on their turn to resist instructions, gaining one or more Boost dice to resist particularly onerous commands, or those contrary to their nature.
Conjure
Additional Effects
+Boost Boost (this spell is easier to cast, represented by gaining two boost dice, rather than an increased difficulty) Illusory Summons: Any creature or item you summon is an illusion (they aren't real). If you use Summon Ally or Grand Summon you may instead create an illusory object, or objects up to the Silhouette granted by those effects. Additional Summons instead renders one additional item or creature equal to your ranks in Knowledge, and you may spend AA to increase the number summoned by the same amount. You may spend additional successes to affect an additional sense (such as with noises or speech, smells, heat, or touch). You may spend a Triumph to create an illusion of up to Silhouette 4. Characters who interact with the illusions make an opposed Perception vs. Magic check to disbelieve.
Necromancy
Base difficulty Easy (D): Select one corpse of Silhouette 1 or less that you're engaged with. On a successful check it rises as a zombie minion under your control until the end of your next turn. You may spend a maneuver on your turn to direct the action and maneuver of any undead you have animated, and they act immediately after your turn.
Additional Effects
+D Additional Minions: Increase the number of minions animated by ranks in Knowledge. You may spend AA to increase the number of minions animated by the same number for each AA spent.
+D Enhance: Corpses animated gain +1 Brawn (increasing wounds and soak). You may spend AAA or a Triumph to reduce the Critical rating on their attacks by 1 (minimum 1).
+D Range: Increase the range at which you may initially animate a corpse by one range band. This may be added multiple times, increasing the range band each time.
+DD Haste: Animated Corpses can always perform a second maneuver during their turn, and without spending strain.
+DD Armored (Arcane only): Animated corpses gain melee and ranged defense equal to your ranks in Knowledge.
+DD Vigor (Divine only): Animated corpses recover a number of wounds equal to ranks in Knowledge at the start of your turn.
+DDD Champion: May target a corpse of up to Silhouette 2 to animate as a rival. May spend AA to increase the Silhouette you're able to target.