City of Dust

Spell Mechanics

Spell Creation

  1. Choose effects
  2. Calculate costs & risks
  3. Spend mana & Roll baby roll

Once you’ve done this for a spell, write it the fuck down so we don’t have to do it again.

General considerations

Mana sources: Natural store = HP Internal store = 10 + will bonus Focus = 10 pts for normal Ambient mana = 0 dead, 1 low, 2 moderate, 5 high, 20 locus of power. Per round (some limitations apply)

Building mana can take it from ambient areas to double the Internal store This can be done over the course of a day, for only a single spell

What power and complexity can I cast? Throughput = 5 plus will bonus Complexity = Generally Int related Raw power = generally Will related

Base effects and costs

Power levels

Casting cost Effect
Cantrip 2 1d6
Minor 5 1d10
Moderate 10 3d6
Major 30 6d6
Great working 100
Titanic working 500

Augmentations

Req Req Risk Costs
Double basic effects +1 Will +0 Int +1 risk 2x
Increase area +1 Will +1 Int +1 risk 2x
Increase duration +1 Will +1 Int +1 risk 2x
Increase targets (up to Int) +0 Will +1 Int +1 risk 2x
Combinations of effect +0 Will +1 Int +1 risk 2x
Mana combination +0 Will +1 Int +1 risk 2x

Eg. a cantrip at double effect would cost 4, and do 2d6 but be 1 higher risk factor A minor spell with increased area would cost 10 and do 1d10 in a 10’ radius A minor spell doubled and with extra targets would cost 20, do 2d10 to as many extra targets as the int bonus and be 2 higher risk factors. Throughput would tend to limit this.

Risk

Anything beyond your ‘throughput’ is risky, though you can attempt up to 1 lvl of augmentation and 2x your throughput for +1 risk (and that’s not counting the risk of augmenting) So with a TP of 5, you could double it for 10. And do it at risk +2

Risk and Sanity: Each point of sanity below 10 makes your throughput higher and your risk level increase by 1.

Risk levels

Crit range % Table adjustment
Level 0 2,20 1% +/- 30 (favorable)
Level 1 3,19 3% none
Level 2 4,18 6% +/- 10
Level 3 5,17 10% +/- 20
Level 4 6,16 15% +/- 30
Level 5 7,15 21% +/- 40
Level 6 7,15 21% +/- 50

Additional Sanity effects 10 nothing 9 whispering (-1 will save) 8 *strong voices, occasional minor hallucinations (-1 will, -1 dex saves) 7 bleed over if magic user, -1 area saves, if non magical additional -2 to all checks 6 strong bleed over, moments of debilitation 5 *major bleedover, occasional wild magic. If non-magical, possible permanent sensitization to magic 4<= occasional dimensional incursions, possible sensitization, uncontrolled HP based sorcery for non-magical

Possible Perks: lower the total risk Mitigate the costs Allow specific mitigation of cost or risk Increase throughput Increase complexity without bonus Increase mana store Mitigate critical threshold Mitigate crit table

Misc.

Magic is meant to be more creative and variable than strict spell based systems. Even Magery is constructive.

Healing magic helps at light, med, heavy levels, but only one attempt possible per ½ day per person. Neutralizing magic: can be done if opposing magic is attuned. A readied action. Aspected magic is very flexible, be creative

Battle magic is quick and dirty Elemental attacks are affected by armor DR and occasionally dex, or con saves Attacks on integrity of mind or body are rolled against magic resistance Complex magic takes time and is safer

Trained mages have many predictable effects they can work with more safely, less flexibly. Occasionally these can be communicated with others by scrolls, books, etc. A very specific language is associated with traditions.

Sorcerers start with 2 relatively safe effects. As they try new things, they can make some of these effects safe with ‘insight’ experiences. They can also become unmoored from reality more easily. They can only learn from personal experience, though they may become inspired by others.