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Home Made Magic
Home Made Magic
Home Made Magic
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REIGN has all kinds of advice for building magic in homebrew settings, and it has a
starter kit of spells and systems for the default setting. But somewhere between doing it
all yourself and having it all done for you is a place for guided expansion of the setting.
That is where this article sits.
Spells in REIGN are defined by a few simple parameters, which are listed right in each
spell description. The Intensity indicates how difficult it is to cast and learn. Casting
Time is self-explanatory, as is Duration. Attunement just tells if the caster needs to be
aligned with the school’s occult framework.
The factors aren’t complicated, or at least they aren’t meant to be. The trick lies in
balancing them against one another. Otherwise spells which are vastly superior get all
the play while others molder on the page as unused wastes of ink.
Spells are balanced with sweet, sweet math. Don’t worry, it’s just simple addition. First
you figure out what the spell targets. It’s harder to effect fifty swords than one,
reasonably enough. Next you gauge the cost of the effect, whether it’s very very mild
or cataclysmic. The duration, simple, how long the spell lasts. Then you just add
Extras and Flaws. Each factor increases or reduces a single sum. When you’re done?
That sum is the Intensity. No spell can have Intensity less than 1, no matter how
flawed it is.
This sounds very concrete and precise, and it certainly can be, but there are times it gets
a little mushy. Most significantly, there are lots -- lots -- of instances that aren’t covered
on the laundry lists below. It’s up to the GM to decide if that effect is Minor (raising the
spell’s Intensity by 1) or Major (+5 Intensity).
The other question that’s purely subjective is “Does the caster need to be attuned?”
That’s up to the GM. Totally up to her.
Building Your Own Magic
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Target
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What or whom does the spell target? Essentially, it’s either changing an entity, an object
or an area. Pick one and add the points.
Everyone seen +7
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As mentioned above, a lot of this is going to be a GM judgment call, and that’s probably
a good thing. An effect that severs plots in one game can be fairly minor in another.
That said, here’s a big framework of common effects that might come up a lot. They’re
all specific examples of the General Effects. Just keep a close eye on spells that can alter
Company rolls or Qualities.
Spell set gobbles** all physical +1d to a Stat, with some form of
damage +4 restriction +2
*’Specific’ could mean “fire” or “swords” or alternately, “all temperature-based damage” or “all cutting wounds.”
Something that protects against all weapons equally is probably widespread enough to cost more than the cost for
‘specific’. If a spell is narrower in effect (protecting only against falling instead of all impact, for instance) you can
make it up with slightly greater duration (lasting for Height instead of Width in its duration category).
**Spells that gobble defensively can usually do so regardless of timing -- you get a 2x10 with a gobble spell, you can
still use it against a 4x2 to reduce it to a 2x2. But that’s also open to GM interpretation and fiat, depending on what
seems right and appropriate to the specific campaign.
This is what you use for your fireball, This is the chart for making magic
lightning bolt, withering limb type spells. swords, arrows or just making your kick
real strong. You shouldn’t use these to
Effect Cost beef up the effects from Direct Damage.
How many creatures can be created or summoned? What’s their Threat level? To create
a number of Threat 2 unworthies equal to the Height of the casting roll, it’s a +3 effect.
These creatures do Width Shock and are susceptible to Morale Attacks, unless there’s a
balancing problem. For instance, followers that can only defend and not attack are
more balanced with Morale Attack protection. If you want beasties that can’t be scared
and do extra damage, you can pay more for them, bumping their cost up a few more
points.
Effect Cost
One Threat 1 +0
Width Threat 1 +1
One Threat 2 +1
Width Threat 2 +2
Height Threat 1 +2
One Threat 3 +2
Width Threat 3 +3
Height Threat 2 +3
One Threat 4 +3
Height Threat 3 +4
Width Threat 4 +4
Height Threat 4 +5
Building Your Own Magic
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Duration Fine Tuning
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Every spell has a duration, even those This is the section where you either jack
that are combative, eyeblink-instant up the spell’s Intensity by adding shiny
effects. True, that duration is “instant” extras, or reduce it by making it, in some
but it can really help with the book fashion or another, a pain to cast.
keeping. When there is a duration, it’s
typically Width or Height in the relevant Extras
time scale. GMs get to dial in the Effect Cost
specifics of those vague duration labels.
Of course, once you exceed 60 minutes Repeats effect next round +2
you have to pay for an hour and once
you exceed 24 hours you pay for days. Repeats effect for Width
rounds +3
Effect Cost
Repeats effects for Height
Instant +0 rounds +5
Years +3
Forever +4
Flaws
Effect Cost
Casts in minutes* -2
Casts in hours* -3
**Meaning, one each to head, torso, each arm and each leg.
Spell Worksheet
Spell Name______________________________________________________________
School __________________________________________________________________
Note that all Italic entries are required. Every spell has them.
Final Description_________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
All rights reserved, copyright 2007 Greg Stolze. Permission to photocopy for personal use only.
Building Your Own Magic
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Example: Instead of just giving other vaporizing swords and shields in the middle
substances the qualities of metal, a GM of a brawl with this, but it’s still going to be
decides the Ironbone Priests should also have nice for dissolving manacles, ruining those
spells that alter metal. Specifically, she wants gold bars that are too heavy to escape with,
one that corrodes worked metal into dirt so taking apart siege engines or getting through
that it can nourish the land and, eventually, metal defenses. Not quite minor, not hugely
significant. Looking at the +2 effects, this
seems about that useful. As for duration, the
I know no spells and will metal stays transformed forever (which is
learn naught of magic until I arguably a +4 effect) but since it’s not
changing into any useful form, I’m more
meet the sage who can answer inclined to say this is an instant effect (+0).
the question “What is (See how tricky this balancing can be?)
magic?” with an answer that I could leave it right there as a Third
is complete, concise, Intensity spell, nice and simple, but… there’s
comprehensible, and which the whole ‘rune drawing’ element. As
written, this is something that can be cast in
explains all its observed the time it takes Tud the Truil to swing his
functions. Until then, I have club, and Ironbone spells have always been a
neither time nor patience for it. bit more deliberate. Picturing this as a quick
and dirty rune, let’s just give it a Slow rating
-Empress Mallard the (-1) equal to its modified Intensity, (which,
Forthright after the Slow rating is factored in, is 2).
There’s a case to be made that, like most
Ironbone spells it requires a painting roll or
return to its rightful place in nature. the like, but this doesn’t seem like it’s going to
be overpowering if it’s not hobbled like that.
Clearly, the target is one object (+1), and the
It’s a simple shape. Leave it as is, at Second
effect is corroding it away to dirt. How much
Intensity. Now the only question is, is
should the ability to destroy a single metal
Attunement required? I’m torn. On one
object be worth? This is where the
hand, this is a useful spell that lends itself to
subjectivity comes in. Knowing that this is
all kinds of creative use (and possibly abuse at
an Ironbone rune, the caster is going to have
the hands of rules lawyers). On the other, it’s
to paint a symbol on the object. That
nice to have a few nifty spells that a non-
limitation doesn’t have a numerical cost
attuned sorcerer won’t use every day, but
assigned, but we can factor it in to the effect.
which are very slick when they come up. I’d
Instead of “destroy a single metal object” it’s
say Attunement isn’t required, but I’d also
now “destroy a single metal object that I can
understand GMs who changed that.
paint a symbol on.” No one’s going to be