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RPG Laboratory

Magic

Players can create spells on the fly or have them premade. Players decide on the effect of the spell to the GM's satisfaction. The GM then determines how much energy the spell will require to function.

During the game a player rolls to gather energy for a spell. The more successful the roll the more energy gathered. This roll can be modified if the caster has some sort of energy storing device or the spell is being cast in a particularly magical location. Or modified by complications such as wounds or distractions. The player then uses that gathered energy to cast any spell they like that turn.

Roll..... Energy Gathered

Difficulty to +3...... 1 point of energy
+4 to +6...... 2 points of energy
+7 to +9...... 3 points of energy
+10 to +12...... 4 points of energy
and so on...

A wizard or arcanist must be careful with energy. If a wizard or arcanist gathers too much energy and has a surplus after the spell is cast it can be diffculty to control. This excess energy can be dangerous to the caster or anything around them. So long as the caster concentrates and does nothing else they can control the energy. This excess can be funnelled into another spell or it can be dismissed.

To dismiss the energy a roll must be made. The difficulty to dismiss the energy increases with the amount of excess and is increased by outside modifiers such as wounds or distactions. If this roll fails the energy goes wild.

Energy remaining...... Difficulty
1...... 3
2...... 6
3...... 9
4...... 12
and so on...

Wild energy can be dangerous. Sometimes it disappears off into the world to reak havoc another time, it may unexceptedly boost a spell causing unseen affects, other times it can do physical damage to the caster or something around them. The exact occurance is up to the GM.