The following costs for Spontaneous Magic are used for Wards, Wizardry, and Star Magic. Alchemy and Ritual magic use a slightly altered form of these costs, as noted in the descriptions of those skills.
The modifiers on the potency of a magical potency are: Area, Dice, Duration, Effect, and Range.
The area that the spell effects modifies its base potency.
|
Area |
Potency per unit |
|
Target |
+0 |
|
1' radius |
+1 |
|
8' radius |
+5 |
|
40' radius |
+15 |
|
200' radius |
+45 |
The kind and number of dice that the character chooses to use for an effect affect the effect's Potency.
|
Dice |
Potency per Dice |
|
1d4 |
+1 |
|
1d10 |
+2 |
|
1d20 |
+3 |
|
1d30 |
+4 |
An effect that happens instantly does not have duration Potency modifier. Examples of such effects include a blast of heat, a healing spell, or a magical shield that appears then disappears.
|
Time |
Potency per Unit |
|
Instant |
+0 |
|
1 minute |
+1 |
|
15 minutes |
+5 |
|
1 hour |
+10 |
|
6 hours |
+30 |
There are three levels of effect: minor, medium, and major.
The distance at which the effect occurs from the center of the spell effects Potency requirements of the spell.
|
Range |
Potency per Unit |
|
Touch |
+0 |
|
4't |
+1 |
|
100' |
+10 |
|
600' |
+30 |
Spells that are used to summon creatures have a base Potency equal to 3x the summoned creature's Potency. Thus, a spell to summon a Potency 80 Faery would have a base Potency of 240.
Spells that enhance or reduce an attribute have a base Potency equal to the total modification inflicted. For example, a spell that raised the casters PS by 12 and his PE by 8 would have a base Potency of 30, modified by range and duration modifiers. Similarly, a ward that gave everyone in a range a +10 bonus to their save vs. Magic would have a base Potency of 10.