Free Form Spell Casting

1. Summary
The following system lays the groundwork for spellcasters to work their will as they see fit. They do not have a set list of spells, but rather a collection of tools with which they affect the world.
To cast a spell, the player must first decide what the desired effect will be and which spheres his character will be using to generate this effect. You may use as many or as few spheres as your character has access to. You may also spend power points up to one-half your Spirit Die to modify your spellcraft roll.

2. Forming the Spell
Every time your character casts a spell, you must first determine the spells complexity. The complexity determines the difficulty number for successfully casting the spell as well as the difficulty number for avoiding being Shaken by a failed spell.

Spheres –
For each sphere beyond one-half of your Spirit die, add +1 to the spells complexity. For each sphere that you do not have the Edge for, increase the complexity by +1 as well.

Range –
0 Self/Touch
1 Bowshot (24")
2 Line of Sight
3 Anywhere
You may apply your Correspondence rating to a spell to reduce the Range Difficulty by 1 per Die Type, to a minimum of 0.

Targets – Use either Targets or Area, not both.
0 Self
1 1
2 2-5
3 6-10
Each additional point of difficulty expands the total number of targets by up to 5.

Area – Use either Targets or Area, not both.
0 One person
1 1”
2 5”
3 10”
Each additional point of difficulty expands the area by up to 5”.

Duration –
0 Instantaneous
1 1 Round
2 1 Minute
3 1 Hour
Each additional point of difficulty expands the duration to days, months, years, etc.

Power –
0 Trivial
1 Light, 1d6 damage, +1 Armor
2 Moderate, 2d6 damage, +2 Armor
3 Heavy, 3d6 damage, +3 Armor
Each additional point of difficulty expands the damage by 1d6.

Casting Time –
For each round beyond the first you are willing to spend forming the spell, reduce the complexity rating by 1.

3. Memorizing Spells
A caster may dedicate a number of spells equal to one-half his Smarts die to memory. To memorize a spell, write out its complete formula. These spells may never be altered, but they receive a +1 familiarity bonus to the casting roll.

4.Counter Magics
A spellcaster may chose to attempt to counter another caster’s spell and thereby negate its effect. To do so, the caster must be able to identify and use at least one of the spheres being used by his opponent .
Identifying a Spell – In order to identify the Spheres being used by another caster, spend a power point and roll Spellcasting. Success identifies one of the spheres being used, a raise identifies them all.
Counter-Spelling – If the caster chooses to counter her opponents spell Sphere, she enters into an opposed roll with the opponent. If she can roll higher, the spell is negated and has no effect. If she beats her opponent with a raise, the spell goes off, but target’s its own caster instead.


Savage Nights dhuber