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copyright 1996, Sandy Petersen
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Learning Spells No less than four different Gloranthan magic traditions are all commonly known as "sorcery". There is Western sorcery, as practiced by the Brithini and Malkioni. There is Lunar sorcery, known only within the Lunar Empire and its environs (and practiced alongside a Western style of magic). There is Kralori mysticism. And there is the peculiar form of magic native to the East Isles.
These rules cover only the Western style of sorcery, as originated by the Brithini and Vadeli, and now spread across much of the world. Each sorcerer has a Presence, controlling his might at sorcery. The size of his Presence depends upon the Vows he has taken.
Learning a new spell takes 50 hours of training from someone with knowledge of all the Arts, plus skill in the spell being learned of at least 90. At the end of the training, the student receives a skill in the spell equal to his Magic Bonus. If this is 0 or less, then he still gets the spell, but at a negative skill value (i.e., it is useless to him and cannot be cast). He can train for another 50 hours, after which he can add 1d6 to his skill. This process can be continued unti he is finally at a positive level.
A sorcery spell takes up 1 point of INT. This INT can either be from the sorcerer's own brain, a Spell Matrix, a bound spirit, or a familiar, but it must be stored somewhere.
A sorcerer is allowed to research and train in spells which he does not have memorized. In order to gain the "continuous maintenance" skill bonus (see below, under Increasing Spell Skill) he must have cast the spell himself, but need not have it memorized.
1. Research and training are efficacious with spells, as with any other skill. Spells are fairly simple to master, so a successful bout of training or research provides the sorcerer with a full 1d6 increase, rather than 1d6-2.
2. Use of spells in crisis situations, as with other skills, earn skill checks.
3. If a spell is kept continuously maintained for a full week, at the end of the week the sorcerer gets a skill check. If the skill check results in an increase, the spell's skill goes up by 1d6-2. This is only applicable if the spell in question makes up at least 10% of the sorcerer's total Presence. Thus, a sorcerer with a Presence of 30 would need to maintain at least a 3 point spell to gain this benefit. If a sorcerer maintains the same spell more than once (example: keeping a Resist Damage on each of four friends) he only gets a skill check and possible increase once, not once per spell.
When a spell is cast, the sorcerer determines how many levels of which Art are used in its casting. Normally, each level costs 1 MP. A sorcerer cannot have more total levels of spells in effect at any given time than his Presence. Skill in a sorcery spell indicates the user's % chance of casting it. He cannot place more total Art levels into a spell than his chance to cast that spell divided by 10. Time needed to cast a sorcery spell is equal to the user's DEX SR, plus 1 per MP. The Arts of Ease and Speed and the skill of Ceremony can modify this. Check the sorcerer's degree of success on the following table:
Success Level | Result |
| Critical | Spell goes off, costs only 1 MP but takes full effect. |
| Special | Spell goes off, costs 1 MP less than normal, but takes full effect |
| Normal | Spell goes off, normal MP cost |
| Failure | Spell fizzles, only 1 MP lost |
| Fumble | Spell fizzles, all MPs devoted to spell are lost |
A sorcerer can have a number of MPs in effect equal to his Presence, including any spells he is casting at the moment. A sorcerer can drop a spell being maintained at will, losing no SRs. The spell's effects last till the end of the round in which it is dropped.
Example: Cybex the sorcerer has a Presence of 35. He maintains a Castback 5 on himself, and on his dog. In addition, he maintains a Boost APP 6 and a Resist Damage 10 on himself for a total of 26 levels. When he is in combat, he cannot cast any spell larger than 9 total levels, and if that 9-level spell requires maintenance, he cannot cast another after that.
Unless otherwise described in the spell writeup, only Intensity is used to determine a spell's might for the purpose of crashing through counterspells. If a sorcerer casts a spell with an Intensity 1, Range 6, it's only a 1 point spell and a Resist Magic 1 has a 50% chance of stopping it. When a spell is described like "Damage Boost 6" the number after the spell's name always refers to Intensity.
A sorcerer can boost a spell with additional MPs. This is not limited by the sorcerer's Art, spell skill, or Presence. It does take extra time to boost. The additional MPs serve no function except to add to the spell's Intensity for purposes of overcoming counterspells only. There is no purpose in boosting a non-attack spell, unless you want to heal someone (for instance) and need to blast through the counterspell he has set up.
Example: Subadim throws an Evoke Fire 4 at a broo. He suspects the Broo has Countermagic, so he boosts his Evoke Fire with 6 MPs. The Evoke hits the broo with 10 MPs of force. If the broo's Countermagic is 8 or less, he is affected by the Evoke Fire.
If the sorcerer has a component which is very appropriate to the spell he is casting at hand, the GM can give him a 5 percentile boost to chances of success. Special and rare components give higher boosts, depending on the GM's whim. Using multiple components does not increase the spell's chances further. The component is destroyed in the spellcasting unless the roll is a normal failure. In case of a multispell spell, the percentile increase only applies to one spell, so it's not worth doing unless said spell is the lowest of those being cast.
Example: Subadim casts Fly, with an eagle feather as a component. This gives a +5 bonus. If he'd used a griffin or sky bull feather, he'd gotten a +10 bonus. And if he'd had a phoenix feather or dragon wing scale, he'd get a +20 bonus. A feather from Vrimak, King of Birds, is worth about +50. Note that using a whole eagle instead of a feather is still only +5. A chicken or crow feather is worthless, though the tongue of a crow who'd been taught to speak would probably be worth +10 for a communication spell.
Normally, Rune spells can be added to the effect of a sorcery. For instance, if both Boost Damage and Truesword are cast on a blade, both effects take place. This is not always the case, and must be adjudicated by the GM. Rune spells are normally considered to be worth 2 Intensity each for purposes of neutralizing or Resisting their effects.
Spells are layered from the inside out in the order in which they were cast. For instance, if you cast Resist Magic 6, Castback 6, and Resist Damage 6 on yourself, in that order, an enemy throwing an Evoke Fire 8 would first need to overcome the Resist Damage. It would roll its damage at that time. If it rolled a 4, it would have a 40% chance of getting through the Resist Damage. Once through, it would strike the Castback. Since the Evoke 8 is higher than the Castback, it penetrates with no difficulty. It now hits the Resist Magic, and the Evoke's Intensity 8 is matched vs. the Resist Magic's 6, for a 60% chance of success. If it finally gets through the Resist Magic, it strikes you, doing the 4 pts of damage previously rolled.
The Arts of sorcery are used in casting spells. Remember that the user cannot have more levels of Arts in a spell than his skill divided by 10. For instance, if a sorcerer's Treat Wounds was 72, he could use up to 8 Art levels (normally costing 8 MPs). Ability to use the Arts is not innate, and must be acquired. The exact method varies with the College of Magic involved.
Brithini & Vadeli:
Malkioni:
Unaligned:
Ease
Example: Thraxon wants to Palsy an unsuspecting guard, but sees no reason it should cost him a fortune in MPs. He spends 2 on Range, 6 on Intensity, and 3 on Ease, for a total of 11. However, the 3 MPs spent on Ease return 6 MPs, so in the end he only spends 5. The spell will take 15 SRs (one for each MP originally placed in the spell, plus 1 more for each level of Ease).
Intensity
Hold
Example: Thraxon decides to Hold a Hinder spell. He can put 5 total levels into Hinder, and uses Intensity 2 and Range 1. He'll also need Hold 2 (since Intensity, the highest Art used, is a 2).
Multispell
Example: Thraxon the wizard Multispells Diminish SIZ, Diminish STR, and Shapechange Human, planning to turn a barbarian into a bunny rabbit. He uses Intensity 8, and must use Multispell 3 (because 3 spells are involved). The total cost is 11 MPs, and the target ends up with -8 STR, -8 SIZ, and sufficient Shapechange Intensity to affect a human up to SIZ 16. If Thraxon included 8 levels of Hold, he could keep the effect readied for a total of 19 MPs spent. Of course, he would need at least 181% skill in all the spells involved to do this. Or, if he specialized as a Transformer, then he would only need 91% skill, which is a bit more reasonable. (See sorcerous Specialty rules, following the Arts).
When Thraxon casts the spell, he only rolls to overcome his foe's MPs once. If the target's SIZ is 17 or more, then the entire spell automatically fails, because the 100% certainty of the Shapechange spell's failing is the "lowest chance" among the spells involved.
Example: Cybex the sorcerer casts a multispelled Palsy at a trio of bandits. He uses Intensity 5 and Range 2, far enough to hit 'em all. He uses 3 levels of Multispell, to cast a total of 3 Palsies. Fortunately, his skill in Palsy is more than sufficient for the 10 Art levels he uses (and only 10 MPs are spent).
Permanence
Example: Cybex decides to boost his Strength. His skill in Boost STR is 75, so he can use up to 8 Art levels. He uses Permanence 4, to match the Intensity 4, then spends 1 POW. Now his strength is at +2 and will remain there until the spell is dispelled, no longer taking up any Presence. At the same time he casts the spell, he boosts it with an additional 12 MPs. Now, to dispell this magic, an enemy caster must overcome a defending MP total of 12+4 = 16. However, each week Cybex must put 4 MPs into the spell or it will fade of its own accord.
Range *** Major change - see sscomments.html ***
Range |
Distance |
Range |
Distance |
Range |
Distance |
|
>0 |
>10 meters |
>7 |
>1.3 kilometers |
>14 |
>160 kilometers |
|
>1 |
>20 meters |
>8 |
>2.5 kilometers |
>15 |
>320 kilometers |
|
>2 |
>40 meters |
>9 |
>5 kilometers |
>16 |
>640 kilometers |
|
>3 |
>80 meters |
>10 |
>10 kilometers |
>17 |
>1,300 kilometers |
|
>4 |
>160 meters |
>11 |
>20 kilometers |
>18 |
>2,500 kilometers |
|
>5 |
>320 meters |
>12 |
>40 kilometers |
>19 |
>5,000 kilometers |
|
>6 |
>640 meters |
>13 |
>80 kilometers |
>20 |
>10,000 kilometers |
Speed
Example: Cybex is casting a Multispelled Palsy at his enemies (see previous example). The spell costs him Intensity 5 + Range 2 + Multispell 2 = 9 MPs, so it takes 9 SRs plus his DEX SR of 3 for a total of 12 SRs. Hence, it will go off on SR 2 of the next round. Because the bandits are charging quickly, he chooses to also use Speed, spending 2 extra MPs to reduce the casting time from 12 SRs to 10, letting it go off on SR 10 of this round. Now the spell costs 11MPs instead of 9.
This is an unusual sorcery variant.. The sorcerer is tied to the Lunar cyclical magic, and is able to utilize Lunar elemental magic. Note that only Lunar sorcerers can use Lunar elemental magic.
Cyclic Magic Table
|
Lunar Phase |
Spell Levels |
|
Full Moon |
Use skill/5 to determine maximum MPs per spell |
|
Half Moon |
Use skill/10 to determine maximum MPs per spell |
|
Crescent Moon |
Use skill/20 to determine maximum MPs per spell |
|
Dark/Dying Moon |
Use skill/50 to determine maximum MPs per spell |
A Lunar sorcerer can take a specialty. A Lunar specialist casts his specialty spells as if the Moon was one phase "better", and he casts his non-specialty spells as if the Moon was one phase "worse". During the Full Moon, he casts his specialty spells at skill/3. During the Dark or Dying Moon, he can use only 1 MP on non-specialty spells.
Sorcerers create and increase Presence by means of Vows: oaths that the sorcerer will do, or refrain from doing, specific deeds. If a sorcerer breaks a Vow, he loses all Presence he'd gained from it, and may not take that Vow again. This fact is taken by Malkioni as evidence that sorcery is governed by the Invisible God, deity of Law. It is possible to cast sorcery spells without any Vows. An individual who has taken no Vows is considered to have a Presence of 1.
When a sorcerer masters his first Art, he can take the High Vow of his sect. This sets up a mental discipline for him to follow throughout life. Once the sorcerer has learned the three basic Arts of Intensity, Range, and Multispell, he can take the vow of the Vessel. For each Art he learns after that, he may take one (1) additional Vow of his choice. In addition, for each sorcery spell he masters at 90%, he may take yet another Vow of his choice. If a sorcerer somehow forgets an Art, or an appropriate skill drops below 90, he does not lose the Vow he received for that skill or Art, but when he relearns the Art or the skill rises to 90 again, he does not get to take a new Vow. Only one Vow per Art or spell.
Arts Known |
Vows available |
|
none |
none |
|
one only | |
|
all basic Arts | |
|
each other Art |
Any Vow |
|
each spell mastered |
Any Vow |
THE HIGH VOW
THE VESSEL
LORE MASTERY
After each Vow's name is a number -- this is the amount by which the Vow increases the sorcerer's Presence. These vows may only be taken after a sorcerer has learned all the basic Arts.
ABJURE ARMOR
ABJURE RUNE MAGIC
ABJURE SPIRIT MAGIC
CELIBACY
NEVER KILL A HUMAN
SACRIFICE APPEARANCE
SACRIFICE CONSTITUTION
SACRIFICE POWER
SACRIFICE STRENGTH
SHUN HARM
SHUN [ELEMENT]
SHUN IMMORTALITY
SHUN TAP
TEND FAMILIAR
VEGETARIANISM
APPRENTICE
STUDENT
JOURNEYMAN
ADEPT
MAGUS
A sorcerer can specialize in a particular type of magic. A sorcerer doing this gains the benefit that all spells within his specialty can spend MPs equal to his skill/5. However, spells outside his specialty can only use MPs up to his skill/20.
Example: Hugo the illusionist Multispells Phantom Sight, Sound, and Touch to create a clanking warrior. His lowest skill of the three is 62%, which lets him use up to 13 MPs total in the casting. The casting requires Multispell 3, which leaves him 10 MPs to divvy up among Intensity and Range. When cast, because all the spells are within his specialty, he only spends 10 MPs, not 13 -- the Multispell was free.
Example: Hugo now Multispells Phantom Sight, Touch, and Damage Boost to make a burning fire wraith. His lowest skill of the three is 62%. He needs Multispell 3, and because Damage Boost is not a specialty spell, he can only put 7 points total into the casting, leaving him an Intensity 4 for the spells involved. He does need to spend the total 7 MPs, as the Multispell is not free in this case.
Each specialty is described in the same manner.
ALCHEMIST Spells -- Animate [Substance], Bless [object], Boost [attribute], HoldFast, Locate Object, Produce [energy], SenseSense [substance], Armor Enchantment, Create Basilisk, Enchant [metal], Warp Enchantment Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores. Lore Mastery -- Mineral & World Lore provide 2 Presence. Alchemy skills, Craft, Evaluate. Other -- none special
CONJUROR Spells -- Create Basilisk, Dominate [otherworld species], Mystic Vision, Protective Circle, Resist Magic, Resist Spirit, Summon [species], Binding Vows -- Read/Write, all Magic skills (except sorcery spells), all Lores. Lore Mastery -- Magic & Spirit Lore provide 2 Presence. Demonology.. Other -- Boost [elemental]
HEALER Spells -- Bless (medical gear, antidotes, etc.), Dominate [disease, emotion, healing spirits], Regenerate, Resist Death, Resist Infection, Resist Poison, Summon [healing spirit], Treat Wounds Vows -- none special, though Never Kill a Human and Shun Harm are common. Lore Mastery -- First Aid, Treat Poison, Treat Disease, other medical skills, Read/Write, all Magic skills (except sorcery spells), all Lores. Other -- Neutralize Disease
ENCHANTER Spells -- all Enchant spells Vows -- none special Lore Mastery -- Craft, Read/Write, all Magic skills (except sorcery spells), all Lores. Magic Lore provides 2 Presence. The very first Craft the enchanter masters provides 2 Presence. Further Crafts are just worth the usual 1 Presence. Other -- Special spell -- Break Conditions
ILLUSIONIST Spells -- Phantom [sense], Project [sense] Vows -- none special Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, all Perception skills, Sleight, Conceal, all Stealth skills Other -- none special
METAMORPH Spells -- Boost [characteristic], Diminish [characteristic], Shapechange [species], Tap [all but POW and INT] Vows -- never Sacrifice any characteristics in a Vow Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores. Animal & Plant Lore provide 2 Presence. Other -- none special
MONITOR Spells -- Dominate [species], Mystic Vision, Suppress Sorcery, Stupefy, Tap INT, Telepathy Vows -- none special Lore Mastery -- all Communication skills, Read/Write, all Magic skills (except sorcery spells), all Lores. Other -- Special spells available include Hypnotism, Clear Mind, Comprehend, Implant, Mind Probe
NECROMANCER Spells -- Animate Dead, Dominate [type of undead], Drain, Hand of Death, Resist Death, Sense Life, Sense Undead, Tap [characteristic], Banishment, Create Basilisk, Create Vampire, Immortality, Summon [type of undead] Vows -- Shun Sky is required. In addition, every 5th Vow must be Sacrifice Appearance, until APP has dropped to 1. Never Kill, Shun Immortality, and Shun Tap are forbidden. Lore Mastery --Read/Write, all Magic skills (except sorcery spells), all Lores, All Stealth skills. Magic & Undead Lore provide 2 Presence Other -- Hide Life and can stack Tap. Necromancers are considered to be chaotic, or at least meddling with chaos.
SHIP's SORCERER Spells -- Animate Hemp [canvas, wood, etc.], Bless Ship [and shipboard equipment], Boost [ship's attributes], Evoke Wind, HoldFast, Open Seas, Skin of Life. Vows -- none special Lore Mastery -- Read/Write, all Magic skills (except sorcery spells), all Lores, World Lore provides 2 Presence. Boating, appropriate Crafts, Navigation, Shiphandling. Other -- none special
WARLOCK [OF NAMED ELEMENT] Spells -- Animate/Evoke/Produce/Resist/Sense [appropriate element]; Dominate [elemental], Summon [elemental]; Vows -- at least one Shun [enemy element] is required.. Your "enemies" are defined as the element which has an advantage over you, or that you have an advantage over. For instance, a Fire Warlock could take either Shun Water or Shun Dark for his third Vow (but he must take one of them). Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. Mineral & World Lore provide 2 Presence. Other -- Only the element chosen can be used in the listed spells. For instance, Resist Fire would be a specialist spell, but Resist Damage would not be. All aspects of a given element are within this specialty. For instance, both Evoke Fire and Evoke Light are within a fire warlock's specialty. Special spell -- Boost [appropriate elemental].
WEATHER MAGE Spells -- Animate Fog, Dominate Sylph, Evoke Lightning, Evoke Windblast, Fly Vows -- none special Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), all Lores. World Lore provides 3 Presence. Other -- various weather-affecting spells.
WOODS MAGE Spells -- Animate Wood, Animate Plants, Animate Trees, Animate [plant species], Boost Perception, Boost Stealth, Dominate [woodland species], Project [sense] Vows -- none special Lore Mastery -- --Read/Write, all Magic skills (except sorcery spells), Plant Lore, all Stealth skills. Other -- Transform to Tree, plant-affecting spells.
There are two basic types of spells. An "attack" spell, such as Hinder, must overcome a target's MPs in order to take effect. However, a target can choose not to resist, in which case the spell takes effect once cast. A non-attack spell, such as Treat Wounds, normally does not have to overcome a target's MPs. However, a target can choose to resist such a spell, in which case it must overcome the target's MPs, just as if it were an attack spell. The only time that the difference between these spells is meaningful is when the target is asleep or unaware of the incoming spell -- in such a case he would normally resist Hinder, but not Treat Wounds.
Some spells come in the format: VERB [noun] such as Animate [substance]. Such spells come in a variety of forms, sometimes individually described, but sometimes not. Hence, Animate [substance] is not one spell, but a whole variety. Each spell must be learned separately. Knowledge of Animate Stone does you no good in casting Animate Fire.
[HTML readers: Clicking on a spell name takes you to the spell description, clicking on the name at the heading of the spell description takes you to the spell list]
| Name [qualifier] | Type | Notes |
Ranged, Active |
| |
Ranged, Active | Material, Item, Specific Item, etc. | |
Ritual Ceremony |
| |
Attack, Touch, Ranged, Transient | Magic, Missiles, Spirits | |
Ritual Ceremony |
| |
Ritual Enchant |
| |
Ritual Ceremony |
| |
Attack, Ranged | Rokari College | |
Touch | Tools, weapons | |
Touch | Armor, Damage, Range/Distance | |
Touch | STR, CON, Stealth, etc. | |
Ranged | Stygian Heresy College, Conjuror or Warlock Specialist | |
Undefined | Enchanter Specialist | |
Touch |
| |
| Galvosti College, Monitor Specialist | |
comprehend | Undefined | Monitor Specialist |
Ritual Enchant |
| |
Ritual Enchant |
| |
Ritual Enchant |
| |
Ritual Summon |
| |
Ranged | Rokari College | |
Attack, Ranged |
| |
Attack, Ranged, Instant | Brithini College | |
Attack, Ranged |
| |
Attack, Ranged, Active |
| |
Attack, Ranged, Instant |
| |
Attack, Ranged, Instant | Hrestoli College | |
Ritual Enchant |
| |
Ritual Enchant |
| |
Ranged, Instant | Cold, Flame, Light, Lightning, Shadow, Water, Windblast | |
Ranged | Hrestoli College | |
Ranged, Active |
| |
Attack, Ranged, Instant |
| |
Ranged |
| |
Undefined | Necromancer Specialist | |
Attack, Ranged |
| |
Attack (vs living), Ranged |
| |
Ritual Enchant |
| |
Undefined | Monitor Specialist | |
Ranged, Instant |
| |
Ritual Enchant |
| |
implant | Undefined | Monitor Specialist |
Touch, Active |
| |
Ritual Enchant |
| |
mind Probe | Undefined | Monitor Specialist |
Ranged |
| |
Ranged | Hrestoli College | |
Touch, Instant | Rokari College | |
neutralize Disease | Undefined | Healer Specialist |
Ritual Enchant |
| |
Ranged, Instant |
| |
Undefined | Borist College | |
Ritual Ceremony |
| |
Attack, Ranged |
| |
Ranged, Active if attacking | Odor, Sight, Sound, Taste, Touch | |
Ritual Enchant | Sedalpist college | |
Touch, Instant | Hrestoli College | |
Ranged | Cold, Heat, Light, Shadow | |
Ranged, Active | Touch, Sight, Hearing, etc. (Darksense = Stygian) | |
Touch, Ranged |
| |
Ranged | Carmanian College | |
Touch |
| |
Touch | Damage, Death, Infection, Magic, etc. | |
Ranged, Active | Stygian Heresy college | |
Ranged, Active | Life, Magic, Malice, [Species], Undead | |
Attack, Ranged |
| |
Touch |
| |
Attack, Ranged | Sedalpist college | |
Ranged | Sedalpist college | |
Ritual Enchant |
| |
Attack, Ranged, Transient |
| |
Ritual Enchant |
| |
Attack, Ranged, Active |
| |
Ritual Summons |
| |
Attack, Ranged | Brithini College | |
Attack, Ranged | Hrestoli & Rokari Colleges | |
Attack, Ranged | Hrestoli & Rokari Colleges | |
Attack, Ranged |
| |
Attack, Ranged | Brithini College | |
Tap [characteristic] | Attack, Touch, Instant |
|
Ranged, Active |
| |
Ranged, Instant |
| |
Attack, Touch |
| |
Touch, Transient |
| |
Attack, Ranged, Instant |
| |
Ritual Enchant |
| |
Attack, Ranged, Instant | Sedalpist college | |
Ritual Ceremony |
|
Example: Subadim the sorcerer wishes to reanimate a dead horse, SIZ 32. This will cost 6 Intensity for SIZ, plus at least half as many levels (i.e., 3) for STR (which would give a STR of 3d6). He could make the horse stronger if he wanted (and if he had sufficient ability in the spell).
| DEX multiplier | Condition |
| x5 | Spell is item-specific, such as Animate My Bronze Sword Weedeater |
| x4 | spell is type-of-item specific, such as Animate Bronze Sword |
| x3 | material-specific, such as Animate Bronze |
| x2 | generic class of material, such as Animate Metal |
| x1 | extremely generic, such as Animate Mineral |
| +1 to multiplier | each extra increment of Intensity used for this purpose. (e.g., if a 12 SIZ statue is being animated, this costs 4 Intensity. If the caster spends 8 Intensity instead, then he gets +1 to his DEX multiplier. 12 Intensity would garner a +2 multiplier. |
| -1 to multiplier | target is particularly unsuited for the desired action (e.g. an irregular rock used to carry a pane of glass) |
| +1 to multiplier | target is very well-made for the action. (e.g. a rope winding itself round someone) |
| -1 to multiplier | target has been crafted or worked into an object, even if that's all the spell can affect. Hence, Animate Bronze Sword can animate such a sword at the user's DEX x 4 (the specificity gives him DEX x 5, minus 1 for the fact that the sword is a manufactured tool). |
| Use Devise Skill | target has moving parts, such as a door lock, a catapult, etc. (Note: a key does not have moving parts though it can be used to activate one). If your Devise skill is higher than the total DEX roll, use the DEX roll instead. |
| -1 to multiplier | target is less than 95% pure substance (e.g. heavily polluted water) |
| -2 to multiplier | target is less than 50% pure substance (e.g. the water in a mudpool) |
| -1 to multiplier | action is complex (Animating a key to unlock a door) |
| -1 to multiplier | action involves manipulating another object (animating a chain to hold a key to unlock a door) |
| -1 to multiplier | target is enchanted |
| -1 to multiplier | target is touching an entity of some sort (e.g. a helmet on a man's head) |
| -1 to multiplier | target is alive, but has no STR (e.g. a bound spirit within an item) |
| special | target is alive, and has its own STR. In this case, each round of activation the caster must attempt to overcome the target's STR with his POW and compare to the following table for results: |
| success | result |
| critical | add +1 to multiplier |
| special | -1 to multiplier |
| ordinary | -2 to multiplier |
| failure | cannot control target this turn. |
| fumble | spell is dispelled |
Example: a vile sorcerer casts a high-power Holdfast spell to stop some attacking trollkin. He casts it on the corridor floor, using 14 Intensity for the total area -- covering 1.4 x 1.4 meters, but he alters the shape, because the corridor is only 1m wide, covering 1m x 1.8m. Four trollkin are are in the affected region. Two of the trollkin are barefoot, so their MPs must be overcome for the spell to work, and one successfully resists the sorcerer. The two sandal-wearing trollkin and the trollkin who failed to resist all feel their soles stick to the floor. The sorcerer has devoted 7 Intensity to STR, and each Heldfast trollkin must overcome a STR of (7x3)=21 with their own STR to break free.The two sandaled trollkin immediately begin to unlace their footwear. The barefoot glued trollkin just has to grin and bear it. He can try to overcome the Holdfast's STR next round.
Example: Tidbit the trollkin has lost his leg in combat, and Subadim wishes to restore it. Subadim devotes 15 Intensity to the project, hoping to regrow the limb in 6 and a half weeks. This uses up 15 of his Presence. Each week after the first, the spell grows, until at the end of the sixth week, it is using 20 Presence. At this time, Subadim is attacked by bad guys, and has to use some of that 20 Presence to cast a spell. This cancels out the entire Regenerate, and 1d100 is rolled to determine the effect on poor Tidbit. A result of 40 is obtained. Subtracting the spell's Intensity from 40 gives us a final total of 25, so Tidbit loses 25% more of his leg. He'd gotten it regrown up to 90%, but now drops back to 65%.
Example : Resist Creeping Chills (a sub-type of Resist Infection) is worthless vs. Soul Waste .
Damage
Example: Evil Nim the Tapster decides to Tap his neighbor's cows one dark night. Nim has 3 points of damage in his right arm and a POW of 12. He Taps the first cow for Heal CON, draining 4 points from the animal, and applying it all to his right arm, which now has 1 HP more than normal. He then taps the same cow's POW, draining 5 points. When he casts the second Tap spell, the extra HP point in his arm goes away, However, the arm is not re-injured. His MPs are now 17, though his POW is still 12. He moves onto a second cow and Taps its POW as well, this time giving him 3 MPs. Though he has now cast a third Tap, his second Tap's benefits do not go away because 17 MPs is not "supranormal" for a POW 12 individual. Now he has 20 MPs. He taps a third cow, rolling a 6 for MPs gained. His total MPs are now 26. If he casts another Tap, the 2 MPs beyond his normal maximum of 24 would go away.