Spontaneous Magic Costs

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.

General Spell Modifiers

The modifiers on the potency of a magical potency are: Area, Dice, Duration, Effect, and Range.

Area

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

Dice

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

Duration

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

Effect

There are three levels of effect: minor, medium, and major.

Range

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

Summoning

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.

Enhancement and Reduction

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.