Creating Powers

Every time you choose a power you get to design it. Choosing a power involves:
1) Choosing the power.
2) Choose trapping
3) Choose modifications.
4) Adjust as needed
5) Name the spell
6) Consult with GM
7) Adjust if needed

We will cover each step below.

1) Choosing the power. You get to choose any power available to your class and trappings. Sometimes you may even combine two powers. For instance you can combine environmental protection and mobility to grant a swim speed and the ability to survive underwater to create an amphibious power. When combining 2 powers you add the cost of casting each together. Additionally take the higher ranked power and add 1 to it to determine the ranking. Sometimes their durations will be different, and duration and PP’S should be adjusted accordingly. For other parameters generally you want to use the lowest parameters.

Bob is a Druid learning a new tier 3 power, and wants to make a power called “amphibious” which gives him a swim speed and allows him to survive normally in water. He Uses environmental protection and movement. Environmental Protection is tier 1, and movement is tier 2, so it is a tier 3 spell. Range is the same, so that is easy. For Duration the powers last for 12 hours and concentration respectively. Bob decideS he wants the duration to be 12 hours rather than concentration. Then he adds the PP’S together for 5. He’s onto step 2.

2) Choose Trappings Next you choose the trappings for the spell. Generally your trappings available will be determined by your class. GMS are encouraged to expand or shrink these lists as they feel fits their campaign setting. While choosing a trapping you can choose a single modification of that trapping. You also gain any modification that comes with the trappings for free (such as fire spells all dealing fire damage). You may add additional trapping modifications at the GM approval for an additional cost. Generally every spell should have a trapping, though each spell should be ready to play even without trappings.

Bob sees that both powers have the animal type to it, so he uses that as his basis. He decides his power let’s him speak with animals, and he uses that as his animal trapping. So his power now let’s him speak to animals, grants a swim speed and allows him to survive underwater.

3) Choose Modifications Modifications are adjustments available for each power. They are listed under the power. These modifications happen each time the power is cast, and adjust the cost of the power accordingly.

Bob needs no modifications, and is happy with where he’s at.

4) Adjust as Needed You may find your trappings and modifications don’t fit together, durations may be wrong, etc. Adjust the spell as needed.

All parameters look good to Bob.

5) Name the Spell Name the spell. It should be something to do with the setting, spell, character background, class background, etc.

Bob names his spell Bobs Bobbin’ Blues

6) Consult with GM. Turn the spell in to the gm. He will review it and may come back and ask for adjustments. Repeat step 1-4 until the two of you agree on the spells.

Bob turns in his power. The GM reviews it and decides that a 12 hour duration is stronger than a concentration duration. He tells Bob to either increase the PP cost to 6, or change the duration to Concentration. Bob decides he wants the duration to be 12 hours (he already has 2 concentration powers) so raises the PP cost to 6. His power is done.

7) Adjust if needed While the rules written here should make sure most powers come out balanced, it is still possible a spell may become OP or broken. Be prepared to adjust a power, especially If it seems overtly powerful. Don’t feel bad though, that means you broke the game!

Leveling Up

Each time you gain a level you may change a single modification or the trapping (with all acosiated modifiers) for a single spell. When you learn new spells(whether from bonus spell, ranking up your casting style, or a different manner) you may change out a single spell you know for another spell.

Choosing Powers

At each tier you get to choose a number of powers as listed by your casting class. These can be used to pick powers of a tier equal to or less than the tier the powers are earned. When you rank up your tier in your casting class you may reconfigure all of your spells for that particular casting class.

Casting Powers

Modifying Powers: When you first learn a spell you gain a modifier based on your powers trapping. Yoy may pick any trapping modifier as the powers base tier or lower, as long as the trapping and spell can be tied together in some way. Many trappings may not be appropriate for all trappings, or need to be creatively applied. Each time you increase your casting tier you gain a new modifier. That modifier may be chosen from the powers list of modifiers or from the trapping modifiers, as long as it from the appropriate tier or lower.

Bob raises his druid tier to 4. He now gets to upgrade his Amphibious power. First he looks as Movement, and sees that it has an option at tier 4 to walk on water. He then looks at tier 4 environmental protection, and see it allows protection from another hazard. He feels that doesn’t really fit his spells theme. He then looks at the tier 4 animal trappings. Nothing catches his eye there but he notices under tier 3 he can add darkviwion. He notes darkness has been a problem for him so add that to his power.

Power maintenance Some powers can be maintained. Maintaining a power requires a certain amount of concentration. You may concentrate on one power at a time without penalty. You may concentrate on more powers, but doing so is increasingly difficult. For each power above 1 you maintain you take a cumulative -2 penalty to all dice pools while you are maintaining the spells. If the total penalty ever equals or exceeds your intelligence, you lose concentration on all powers and are stunned for one round.

Spell Components Powers will generally involve some type of ingredients. These include gestures, dance, singing, chanting and even chucking bat guano. Unless otherwise noted, manipulating a power has some kind of ingredient that makes others around you aware that you are using a power….or that you are a complete lunatic. You choose your casters ingredients at the time of choosing his magical discipline, which are verbal, gestures or components.

Verbal: If verbal, casting spells automatically fails any stealth roll and will generally give away that someone is nearby to all opponents in shouting ear shot. You also cannot cast if paralyzed, but may still cast while immobilized by most other methods, such as in a grapple. You cannot cast if silenced, and if deafened you take a penalty equal to your Deafen penalty on all spellcasting rolls, including accuracy but not DV. If your voice is cut off in other ways (such as being underwater or in space) you also may not cast, though environmental protection powers and effects allow you to cast normally in such environments.

Gestures: If the component is gestures you cannot cast powers while restrained at all and you must not be knocked prone. Gestures also provoke an attack of opportunity. You must have a hand free to cast with gestures.

Components: If using spell components you cannot cast powers at all while restrained. If separated from your components you also cannot cast, and some clever thieves and sneaky opponents attempt to take advantage of this. You must have a hand free to cast with components. Components can be pick Pocketed or disarmed normally.

?A component caster treats his lifestyle as 1 less to pay for his expensive material components.?


BASICS 2.0 underableedingsun