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Spending H and D On Magic Skill Checks Penalties When Casting Spells
Spending H and D On Magic Skill Checks Penalties When Casting Spells
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. MAGIC IMPLEMENT COSTS
All other spellcasters and creatures attuned to magical energies Characteristic Additional Cost
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and +1 - 2 Damage 100
doing them harm).
+3 - 4 Damage 250
d The character overexerts themself or loses their magical connection
and is unable to cast spells for the rest of the encounter or scene. The +5 - 6 Damage 500
GM picks the target of the character’s spell. If the caster is an NPC,
Ignore 1 Difficulty 150
the controlling player picks the target of the spell instead.
The character completely lose control of their magical energies or Ignore 2 Difficulty 600
dd
draws the ire of their deity, suffering one Critical Injury (at the GM’s
Ignore 3 Difficulty 2400
discretion, this may instead take the form of some of terrible or
hilarious misfortune, such as temporarily being turned into a small Ignore 4 Difficulty 9600
woodland creature, being struck by lightning on a clear day, swap-
ping bodies with someone else in the encounter for the remainder of Spell lasts until the end of the encounter without 600
the day, or summoning an avatar of divine or infernal wrath). having to use the Concentrate maneuver
If the character is using a magical item, it is completely destroyed.
To determine the cost of your implement, you need to look at
the greatest total amount that a user will be able to reduce the dif-
ficulty of a single spell. For instance, if your implement allows the
MAGIC SKILLS AND ACTIONS user to add the Fire additional effect without increasing difficulty,
that is a total reduction of one
Arcana Divine Primal Runes Verse WITCHCRAFT RITUAL difficulty, and will add 150 to the
Attack cost of the implement. If your im-
plement allows the user to add the
Augment Deadly and Destructive additional
effects without increasing difficul-
ty, that is a total reduction of three
Barrier
difficulty, and will add 2400 to the
cost of the implement.
CONJURE
If your implement offers multi-
ple effects without increasing dif-
CURSE
ficulty, but those effects can not be
applied together on a single spell,
DISPEL the price each effect (or group of
effects that can stack) separately.
HEAL
MOVE
POLYMORPH
SCRY
TELEPORT
UTILITY
ATTACK:
Concentration: No
Skills: Arcana, Divine, Primal, Runes, Witchcraft
Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on page 101 of the Genesys Core Rulebook, using
the character's magic skill instead of a combat skill. There are more exceptions, however, which we detail here. When making a magic attack, the
character must select one target at short range (but not engaged). The default difficulty of the check is Easy (k). The attack deals damage equal to the
characteristic linked to the skill used to make the attack (so if the character uses Arcana, they would deal damage equal to their Intellect), plus 1 dam-
age per uncanceled s. The attack ahas no Critical rating, so you may only inflict a Critical Injury with a t.
Before making a magic attack check, choose any number of additional effects listed in the table above. These effects are added to the attack.
Ice: The attack gains the Ensnare quality with a rating equal to the character's ranks in Knowledge (Lore). +k
Impact: The attacks gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to the character's ranks in Knowledge (Lore). +k
Lightning: The attack gains the Stun quality with a rating equal to the character's ranks in Knowledge (Lore). The attack also gains the Auto-fire quality. (You mist
increase the difficulty by one to use the Auto-fire quality as normal.) +k
Manipulative (Arcana Only): If the attack hits, you may spend a to move the target up to one range band in any direction. +k
Non-Lethal (Primal Only) The attacks gains the Stun Damage quality. +k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal the character's ranks in Knowledge (Lore). +kk
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic). If the attack has the
Blast quality, it affects all characters within short range, instead of engaged.
+kk
Poisonous: If the attack deals damage, the target must immediately make a Hard (kkk)Resilience check or suffer wounds equal to the character's ranks in Knowledge
(Lore), and strain equal to the character's ranks in Knowledge (Lore). This counts as a poison.
+kk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target
within range of the Spell (and may trigger this multiple times, spending a each time).
+kk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in Knowledge (Lore). +kk
Empower: The barrier reduces damage equal to the number of uncanceled s instead of the normal effect. +kk
Reflection (Arcana Only): In an opponent makes a magic attack against an affected target and generates ttt or d on the check, after the check in resolved, they
suffer a hit dealing damage equal to the total damage of the attack. +kk
Sanctuary (Divine Only): Opponents the GM determines are the antithesis of the character's faith or deity automatically disengage from affected targets, and may not
engage them for the duration of the spell.
+kk
Fire: The barrier becomes a Wall of Fire. Any target who enters the Barrier must pass through the wall of fire and take Burn damage equal to the ranks in Knowledge
(Lore). The size of the wall depends on the Range of the spell cast.
+kk
Ice: The barrier becomes a Wall of Ice. Any target who enters the Barrier must pass through the wall can become frozen and ensnared with an Ensnare quality equal to
the ranks in Knowledge (Lore). The size of the wall depends on the Range of the spell cast. +kk
Poisonous (Witchcraft Only): The barrier becomes a Cloud of Poison. Any target who enters the Barrier must immediately make a Hard (kkk) Resilience check or
suffer wounds equal to the character's ranks in Knowledge (Forbidden), and strain equal to the character's ranks in Knowledge (Lore). This counts as a poison.
+kk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Medium Summon: The character may summon a more complicated tool with moving parts, a rival no larger than silhouette 1, or a two-handed melee weapon. +k
Range: Increase the range of the spell (the distance from the character that the summoned item or creature appears) by one range band, This may be added multiple
times, increasing the range by one range band each time.
+k
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may spend a maneuver to direct the creature, allow-
ing them to determine its action and maneuver. (If the character summons multiple creatures, the character may spend one maneuver on their turn to direct the turns +k
of all summoned creatures).
Grand Summon: The character may summon a rival of up to silhouette 3. +kk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Misfortune: After the target makes a check, you may change one j to a facing displaying a f. +k
Range: Increase the range of the spell by one band. This may be added multiple times, increasing the range by one range band each time. +k
Blurred Defense (Witchcraft Only): Reduce the target's defense by 1 per rank of Knowledge (Forbidden). +k
Confusion (Witchcraft Only): If the target rolls tt or d on its combat checks, the witch can decide an alternate valid target for the combat check of the cursed
target.
+k
Hesitation (Witchcraft Only): While the spell is active, the target must always act on the last available initiative slot. +k
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target
within range of the Spell (and may trigger this multiple times, spending a each time).
+kk
Despair (Divine Only): The target's strain and wound thresholds are reduced by an amount equal the character's rank in Knowledge (Forbidden). This effects may not
be combined with the additional target effect.
+kk
Doom (Arcana Only): After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face. +kk
In the Way: When an opponent is attacking, if the roll generates ttt or d on the combat check, the witch can decide that the attack hits the cursed character
instead of the intended target. The cursed character must still be within range of the attack. The GM might decide that the effect cannot apply if it does not narratively +kk
make sense.
Paralyzed:: The target is staggered for the duration of the spell. This affect may not be combined with the additional target effect +kkk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target
within range of the Spell (and may trigger this multiple times, spending a each time).
+k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Restoration: Select one ongoing status effect the target is suffering. This status effect immediately ends. +k
Heal Critical: Select one Critical Injury the target is suffering. If the spell is successful, the Critical Injury is also healed. +kk
Revive Incapacitated: The character may select targets who are incapacitated. +kk
Resurrection:: The character may select a target who has died during this encounter. If the check is successful, the target is restored to life, suffering wounds equal to
their wound threshold. If the check fails, no characters may attempt to resurrect the target again.
+kkkk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Size: The spell may increase the silhouette that is one size larger. A spell caster can use this upgrade multiple times each time increasing the difficulty by 1. (To life a
silhouette 1 object it would change the difficulty to Average (kk), or Silhouette 2 a difficulty of Hard (kkk).
+k
Hurl: Once a spellcaster has lifted an object they may spend a maneuver to Hurl the object at a target using the rules of ranged combat making a Ranged skill check
based on how far away the target is. If the spellcaster hits the target he deals damage based on the silhouette of the object times 10
+k
Terrain Skimming: A spellcaster can lift themselves in the air just inches of the ground to ignore the effects of difficult terrain while moving. +kk
Bind The spellcaster can use the spell to restrain the enemy, preventing the target from acting or moving. +kkk
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time. +k
Weakening Form (Witchcraft Only): While polymorphed, the target's Soak value is reduced by an amount equal to your ranks in Knowledge (Forbidden). +kk
hhh or d
The spell is slightly more powerful than expected. One character of
the GM’s choice is targeted or otherwise affected by the spell as well. COMMONLY CAST SPELLS
All other spellcasters and creatures attuned to magical energies SPELL
within a day’s travel become aware of the character (and depending
on their disposition, may be very interested in finding them and
doing them harm).