Cosmos # 7. A variant rules system based on Traveller.
___________________________________________________________________________
FORCE SCINCE (TECHNO MAGIC) for Cosmos
(a simple to complex system)
Much of the burden for inventingw spells falls on the players. The
"rules", in this case, are nothing more than an attempt to mold PC
talents as they naturally unfold in the game. Mention is made of
Spell Schools int this posting, but I never actually defined them. As
with spells there could be many types of schools defined by PCs once
they learn "Force Science". The existing schools are all part of one
alien culture and thus, in theory, only a small part of the magical
component of the campaign. Briefly, existing alien schools are:
School Name Color
- --------------------- ------------
Time/Paratemporal Blue
Life/Death/Healing/Animation Green
Battle/War/Destruction Red
Illusion/Senses Silver
Dream/Subconscious/Suggestion Amber
Conjuration/Emination Black
Atomic Creation/Negation/Alteration White
Communication/Speech/Teleportation Yellow
Embodiment/Teaching/Reading/Writing Violet
Any resemblance to Andre Nortons novels is coincidental. At the end
of the posting is an offering of six spells written in Canonical Form.
In future postings at audience request, I will include new interesting
spells as they are invented. Note that this system can describe
spells of infinite variation.
Cosmos Magic (Force Science)
All living and some non living things have a primal force of
being binding their relationship to time, energy and space. It is
possible for a sentient being or "object" to tap into the force and
become its medium. In theory what then can be done is unlimited
depending on the ability of the medium or caster. Psionics are
related to the force in how they work but are solely derived from
mental powers where magic is derived from the omnipresence of nature.
Psionics are part of unconscious and conscious processes of the
sentient being where magic simply exists as is along with all other
natural phenomenon.
There are two ways to learn magic. The more difficult is
without an instructor. In League Cosmos history there are
superstitions and myths concerning miraculous powers and events (not
unlike our own myths of magic). It is possible to study some of these
rituals and if the medium is persistent and "strange" enough they can
learn an undisciplined version of magic. Because the medium has no
training they must invent their own spells. These invented spells are
difficult to control and will take a long period of time to master.
Undisciplined Magic
The time to learn undisciplined magic is variable. The medium
must practice for approximatley a week. This requires a save vrs. FOR
on 3D EACH day or the process must start over again. If the medium is
successful then they have MAGIC-0 and can attempt to cast
undisciplined spells. During this study period the PC can do
virtually NOTHING else (the first time a group tried this they nearly
starved to death). The precise restrictions depend on the ritual of
the beings society. For some it may take less than a week for some
more. When a PC wants to study magic, I also require that there be a
reason. The player should role play their way into this. In League
Cosmos society anyone who dabbles in magic would be considered a head
case by most people. As such the PC runs the risk of losing some SOC
if they persist in these strange practices and fail. A save vrs SOC
must be made for each time the ritual is attempted. The transition
from MAGIC-0 to MAGIC-1 means the magic becomes disciplined and the
medium is initiating their school.
The undisciplined medium may accidently "reinvent" spells already
understood by unkown schools of magic. The new medium might also
invent an entirely new spell. The spell invention process can be
initiated when the PC just "tries something random". So far these
random spells include "float a rock" or "make pretty colors".
Typically I require a roll of 10+ for MAGIC-0 and a possible save vrs
EDU on 3D+3 depending on what the PC is trying to do. The PC can
attempt to combine MAGIC with an already known skill. The advantage
of this method over trying random spells is that a skill roll
substitutes for a save vrs EDU. Obvious examples are MAGIC + SOC SCI,
MAGIC + PHYSICAL SCI. MAGIC + MATH, MAGIC + ARTS OF LOVE, so on.
After some practice (i.e. the transition from MAGIC-0 to MAGIC-1) the
spell is either dropped as useless or is written up in CANONICAL FORM
by the player.
New Spells from Selfdisciplined Magic
Inventing subsequent spells for the self disciplined medium is a
similar process to that of the first spell learned. As before the the
medium can "try something random" or combine FORCE SCIENCE with an
exisiting skill to create the spell. The time required to invent one
solo is 45 days. If the attempted spell is judged higher than the PCs
level by the GM and if the PC is successful then something similar to
the attempted spell will transpire but at a lower level. As with
learning an undisciplined spell a save vrs EDU might substitute for a
required skill.
A roll of 10+ must be made summing the following to
learn the spell:
(current MAG lvl of medium)+(1 for each lvl the spell
is below the mediums current lvl)+(number times the
medium has failed the spell)+2D
After success then the player or the GM writes the spell up in
CANONICAL form.
Schools of Force Science
There are schools that exist in alien societies outside League
Cosmos. Those PCs that are fortunate enough to make successful
contact with the aliens and then arrive at common goals of life
activity are often given the opportunity to learn magic. Normally the
student will have an instructor that will work with then over a 45 day
period. The student gains MAGIC-0 after three successful saves vrs
FORCE on 3D. An example of how we role played this: McFadden is the
student and La'Ri is the master. La'Ri "blasts" McFadden with a
nondestructive vanilla spell. McFadden saves vrs FOR on 3D and feels
the FORCE. Now La'Ri tries to hit McFadden with a wooden stick and
screams "use the force to deflect the stick". McFadden saves vrs FOR
and fails and the stick goes "bonk!" right on McFaddens head. The
next day McFadden deflects the stick with the FORCE three times (i.e.
three successful saves) and has MAGIC-0. Learning MAGIC-1 is like any
other skill (the masters INSTRUCTOR skill also counts as in any other
skill. When learning MAGIC-n because of its odd nature the PC MAY
also study a mundane skill. Often the medium must study MAGIC and a
mundane skill for the spell to work (if they do not already have the
skill).
New spells from a Force Science school
Learning a new spell from the appropriate school takes approx 20
days (spells must be less than or equal to current level of the
medium).
A roll of 10+ must be made summing the following to learn the
spell:
(current MAG lvl of medium)+(masters INSTRUC lvl)+(1 for each
lvl the spell is below the mediums current lvl)+(number times
medium has failed spell)+2D
A 2 always fails as in any skill roll.
Increasing the PCs Level for Magic
This works like any other skill. It is possible for a PC to make
levels in MAGIC but only know one spell (this would not be very
useful). A medium at level n cannot learn spells at n+m where m > 0.
Canonical Spell Format
Spell Name _____________________ Spell level _________________
Spell Range ____________________ Spell Unity _________________
Spell Power ____________________ Spell Duration ______________
Spell Availability______________ Spell Color _________________
______________ Spell School ________________
______________
Spell timing ___________________ Associated Skills ___________
_____________________________
_____________________________
_____________________________
Description of Spell ____________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
Results of Clean Usage _________ Results of Critical Usage ___
________________________________ _____________________________
________________________________ _____________________________
________________________________ _____________________________
Results of Fumble ______________ _____________________________
________________________________ _____________________________
________________________________ _____________________________
________________________________ _____________________________
Spell Quantification _____________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
__________________________________________________________________
CANONICAL Spell Format (description of)
Spell Name- The name of the spell, examples SENSE FORCE, FORCE SHIELD, DAMAGE.
Spell Level- An abstract quantification of the amount of FORCE necessary
for the medium to contour the spell. The level also is
a DM on the Magic Skill Usage Table. An approximate
description of each level is given below. Remember these
do not take into consideration range (varies from spell
to spell) and the binary affect of using two or more
generic types simultaneoulsy.
Level 1: 1D damage/regeneration; 1 sense affected; life
control (animation) 6 Kilograms; shapeshifting
like heavy makeup; timeshift 100 KG, communication
10 meters; 1st period group element control @
qty 100 grams; slight psychological alteration
of sentient being; 10 KG telekenetics, temperature
ctl @ 4 deg K.
Level 2: 2D damage/regeneration; 2 senses affected; life
control 12 KG; shapeshifting- alter height, weight,
looks; time shift 800 KG; communication 100 KM;
element control of 2nd periodic group @ 200 grams;
moderate psychological alteration of sentient being;
25 KG telekenetics; temperature ctl @ 16 deg K.
Level 3: 3D damage/regeneration; 3 senses affected; life
control 24 KG; shapeshifting- into species
specific variant; time shift 6400 KG; communication
1000 KM; element control of 3rd periodic group @
400 grams; complete psychological alteration of
sentient being but not fundamentally against
creatures will; 100 KG telekenetics; temperature
ctl @ 64 deg K.
Level 4: 4D damage/regeneration; 4 sense affected; life
control 48 KG; shapeshifting- externally into
different species; time shift 25600 KG;
communication 10,000 KM; element control of 4th
periodic group @ 800 grams; psychological
alteration like level-3 except lasting a longer
period of time; 250 KG telekenetics; temperature
ctl @ 256 deg K.
Level 5: 5D damage/regeneration; 5 senses affected; life
control 96 KG; shapeshifting- externally and
internally into different species; time shift
102,400 KG; communication 100,000 KM; element
control of 5th periodic group @ 1600 grams;
psychological alteration of sentient is like
level 4 except psychological alteration is
complete at conscious/rational level; 1000 KG
telekenetics; temperature ctl @ 1024 deg K.
Spell Range- A quantification of the dimensions of the spell in 3 or possibly
more dimensions. For most spells the medium can extend the
range by expending units of FOR (the PC
characteristic). Note that points of FOR expended for the
range do NOT effect the POWER or the DURATION of the spell.
Spell Unity- This is the minimal number of FOR points required to activate
the spell. The UNITY of the spell will automatically render
a POWER, RANGE and DURATION of the equivalent of one FOR pt
each.
Spell Power- In a FOR vrs. FOR situation this is a quantification of the
of the ability of the spell to resist another spell or the
quantification of the ability of the spell to over come the
resistance of another spell. For many spells the medium
can increase POWER of the spell by expending additional units
of FOR. These additional points of FOR do not effect the
range or duration of the spell. Power is the active
component of a spell and can be removed by physical damage.
Spell The time measured in units (or paratime in units) that the
Duration- spell lasts. For most spells the medium can increase the
DURATION of the spell by expending additional points of FOR.
These additional points of FOR do not effect the POWER or
RANGE of the spell.
Spell The AVAILABILITY of the spell describes whether it is a
Availability-common spell that is know by many schools of magic or is
rare in the sense that only one school knows this particular
spell or is unique and only known by the inventor.
Spell Color- This the color of the magic. It is a flash of light given off
when the FORCE is collected to do the spell. Often the color
is associated to the school. So far it has nothing to do with
the spells actual properties.
Spell The formal name of the school can be included where the spell
School- was learned.
Spell Spells always start at the beginning of the round (thus healing
Timing- spells start to take effect immediately) and will typically
complete at the end of the round (damage coming from or results
from the spell that are outside the IMMEDIATE presence of the
medium go off LAST). Some unusual spells could take more than
round.
Associated Force Science works like any other skill. Some spells are
Skills- are going to require associated skills. For example a Heal
cast on another species could require XENO-BIOLOGY.
Description This is a detailed description of how the spell works. The
of spell- mechanics should be described in simple terms.
Results of Describes special effects that result from a "perfect
Clean usage- conduction" of FORCE. This may not make sense for certain
spells.
Results of Describes special effects that may result from "conduction of
Critical FORCE far beyond the ability of the caster" (see Critical Force
usage- Table).
Results of Describes special effects that may result from "botched
Fumble- casting". Fumbles can be "recovered" as i any COSMOS skill
Spell (see Fumbled Force Table).
Spell Because this is techno magic I might require additional tables
Quanta- or formulas to describe the spell.
The Mechanics of Spell Casting
The medium has a maximum number of spells they can have active at
one instance. This number is equal to their INT. A level point is
equal to the spell level per unit, that is, a force scientist with INT
of A (10) could have 10 first level spells active at one instance. A
medium could with MAGIC-2 with INT = A could have 6 first level spells
and 2 second level spells. The maximum MAGIC level of the medium is
their INT.
The mediums maximum number of spells equals their INT * level.
Thus a medium with MAGIC-1 and int of A (10) can have up to 10 first
level spells The same medium with MAGIC-2 could know 20 first level
spells, or 18 first level spells and 1 second level spell, or 16 first
level spells and 2 second level spells, ... and so on.
The medium can reactivate spells they know from memory (i.e.
spells that they know but are not active). The cost is one round per
level per spell. If the medium wishes deactivate a first level spell
and replace it by another first level spell it will take one round.
If the medium wants to deactivate 2 first level spells and replace it
with a second level spell it will cost two rounds and so on.
The medium can learn new spells to replace spells they know if
they are at their maximum of INT * level. See "New Spells for
Selfdisciplined Magic" and "New Spells from a Force Science School".
The medium can increase the FOR characteristic. The PC designates
that they are studying FOR over an approximate 45 day period. During
this time other activities may be undertaken but the PC cannot be
studying or trying to increase another skill. The PC MAY be studying
spells. The FOR increase roll is nearly identical to other increase
rolls:
The current FOR + 1 or less must be rolled as [(species max as a
dice roll) + (the number of failures at increasing FOR at the current
level) + (successful INSTRUCTOR skill roll as a level DM by the
teacher) + (up to three successful usages of the FOR during this study
period)]
So the PC want s to roll low. The "+" DMs make this easier to do.
The PC can study another characteristic or skill and return to studying
FOR after a failure and still have the DMs apply.
Casting a Spell
When the Player Character(medium) has a spell in mind to cast the
player rolls 2D as with any other skill. The typical roll needed for
Force Science is 10+ (9+ for the mediums complete concentration and a
calm invironment). So let's say Mumblefrotz with MAGIC-1 needs a 9 or
better on 2D to cast a spell with no unwanted side effects. The Magic
Skill Usage Table is consulted to see how many initial FOR points are
gained (or needed) by the medium. As with all other skills a natural
12 can be a clean or critical skill usage and a natural 2 can be a
recovered or unrecovered fumble. In many cases there will be no
resistance to the spell. Assume that this is a level one spell. An
initial point of FOR is expended to generate the UNITY of the spell
(thus giving the spell a RANGE, POWER and DURATION of one in most
cases). The medium may choose to expend additional points of FOR to
increase the RANGE, POWER or DURATION. For each point expended FOR is
decreased by one. When the spell is cast (at the beginning of the
round) a flash of color is given off by the medium. Thus Force
Science is a little harder to conceal than Psionics. Sometimes the
medium must over come another FORCE. There are two kinds resisting
FOR. One is passive and is the FOR rating of another object. This is
the objects passive or inherent force. Some spells create a
"physical" barrier of the FOR. This is derived from the POW of the
spell and must be countered by either by physical damage or by
opposing points of POW. Usually all subsequent incoming spells are
blocked until POW barrier is eliminated. An active active block of
POW is eliminated on a point-for-point basis (see the spells COUNTER
FORCE, FORCE SHIELD), thus 4 points of POW must be expended to
eliminate 4 points of POW. When casting a spell directly at another
object or being with FOR then that FOR must be overcome. In this case
the casters FOR and the resisters FOR are looked up on the Serial Dice
Resolution Matrix. The caster wants to roll LOW for the spell to be
successful.
Regaining Points of FOR
Normal rest will restore points of FOR. For species with an END
below 16 (base ten) points are regained at (16 - END) * .5 (round up).
For each pt of END greater than 15 the one half hour is halfed again,
i.e., at 16 END regain a point every (2**-2) hours, at 17 regain a
point every (2**-3) hours, so on.
Magic Skill Usage Table
The base to make roll is typically 10+ (as with most skills).
This base roll could be designated higher or lower depending on the
environment the medium is in:
Base to make = +n spell works, n extra FOR pts gained by medium
Base to make = +2 spell works, 2 extra FOR pts gained by medium
Base to make = +1 spell works, 1 extra FOR pts gained by medium
Base to make = 0 spell works, 0 extra FOR pts gained by medium
Base to make = -1 medium must add 1 additional FOR pt or spell
UNITY fails.
Base to make = -2 medium adds 2 FOR pts or spell UNITY fails
Base to make = -n medium adds n FOR pts or spell UNITY fails
Notice that if the medium or caster fails the "base to make" and
does not fumble (i.e. a roll of a natural 2 followed by another miss),
that more than 1 FOR pt must be used where normally one would be used
(in order to drive the spell into UNITY).
Critical Force Table
A roll is made on 2D.
12 Caster gets 3 times number FOR pts expended, use results
of critical usage in canonical form and roll again (the
second rolls results accrue with the first).
11 Caster gets 3 times number FOR pts expended, use results
of critical usage in canonical form.
10,9 Caster gets 2 times number FOR pts expended, use results
of critical usage in canonical form.
8,7 Caster gets 1.5 times number FOR pts expended (round up),
use results of critical usage in canonical form.
6,5 Caster gets 3 times number FOR pts expended.
4,3 Caster gets 2 times number FOR pts expended.
2 Caster gets 1.5 times number FOR pts expended.
Fumbled Force Table
A roll is made on 2D.
12 Spell fails, but there are no side effects.
11,10 Spell fails, casters FOR goes to one.
9,8 Spell fails, casters FOR goes to one, use results of
fumble on canonical form.
7,6 Spell fails, casters FOR goes to one, use results of
fumble on canonical form, caster goes unconscious for
1D rounds.
5,4 Spell fails, casters FOR goes to one, FOR explosion
for 1D damage per level to all within 1D * spell level
meters away.
3 like 5,4 except caster goes automatically unconscious
for 1D days.
2 like 3 except roll again and accrue results (if
meaningful).
2 Serial Dice Resolution/Resistance Matrix
1 2 3 4 5 6 7 8 9 A B C D E F G H I J K
1 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1 +2
2 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0 +1
3 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 +0
4 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65
5 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64
6 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62 63
7 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61 62
8 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56 61
9 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55 56
A 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54 55
B 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53 54
C 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52 53
D 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51 52
E 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46 51
F 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45 46
G 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44 45
H 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43 44
I -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42 43
J -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 ** 42
K -2 -1 -0 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 **
Discussion: A resistance vrs. resistance roll is made (Column vrs.
row). For the resistance to be overcome the "attacker" or the row
wants to roll low. To determine the number needed compare the number
below the rows index with that of the columns index. For the row to
be successful this number or less must be rolled on 2 D serial. "**"
counts as either 36 or 41. If a true difference is needed roll a 3rd
D as an indicator. "+0, +1, +2" are automatic additional units of
strength and "-0, -1, -2" are automatic units of loss if the
difference between row and column is sufficient. "A" is 10, "K" is
20. If the distance between the indices is "L" or 21 then the units
of additional loss/strength is -3, ad infinitum.
- ----- A F e w e x a m p l e s p e l l s -----------------------
Spell Name SENSE FORCE 1 Spell level 1
Spell Range 3 meters initial, 3 m Spell Unity initial range, power
for each additional pt and duration is 1.
of FOR.
Spell Power 1 pip initial, 1 pt Spell Duration 1 round initial,
for additional pt of 1 round for each
FOR. additional pt FOR.
Spell Availability Common Spell Color All
Spell School All Schools
Spell timing Starts at beginning Associated Skills None
of round, finishes
at the end.
Description The spell enables the caster to sense the existence of
active FORCE (magic) in the casters range. If the
"object" resists then the answer is a simple "yes" or
"no" unless a successful FOR vrs FOR roll is made on
the serial dice resolution matrix. If this roll is
made then the caster will know the exact location of
the "object" and its power in vague (qualitative not
quantitative) terms.
Results of Clean Usage Caster Results of Critical Usage
can determine quantitative nature caster can determine exact
of FOR in a general way, i.e., quantitative nature for FOR
about 10 pts here, 3 pts there. No FOR vrs FOR roll necessary
Results of Fumble Roll 1D.
6- Detection is opposite for
random objects
5-3 Spell cannot be used for 1D rounds
2-1 Spell cannot be used for 1D days.
Spell Quantification None
Spell Name DAMAGE 1 Spell level 1
Spell Range 3 meters init, 3 m for Spell Unity Init range, power
each additional pt FOR and duration is 1
Spell Power 1 init, 1 for each Spell Duration 1 round, fixed
additional pt FOR
Spell Availability by schools Spell Color Red
that teach Spell School Battle/War/
martial activity Destruction
Spell timing starts at beginning Associated Skills none
of round, finishes
at end.
Description of Spell If the opponents FOR is overcome on the 2D
serial resolution matrix then 1D physical damage is done to the
opponent. This damage ignores all opposition battle armor (i.e.
is applied directly to END, DEX and STR). Physical damage to
objects without FOR resistance is automatic. If the opponent is
resisting with Force Shield (see canonical definition) and there is
insufficient power in the spell to overcome the Force Shield then
physical damage is applied to the shield.
Results of Clean Usage Medium Results of Critical Usage
can gain 1 pip damage for each Medium doubles amount damage
additional pt of POW expended. rolled.
Results of Fumble Roll 1D
6-4 Apply damage to caster
3-1 Can't use spell for 1D days
Spell Quantification Minimum area to receive damage is 64 X 64
centimeters.
Spell Name FORCE SHIELD 1 Spell level 1
Spell Range 1 meter radius for Spell Unity Init range, power,
each additional pt FOR duration is 1
Spell Power 1 init, 1D AND 1 pt Spell Duration 1 rnd + 1 rnd for
Power per pt of FOR. each pt of FOR
Spell Availability Common Spell Color All
Spell School All school
Spell timing Starts at beginning Associated Skills none
of round, finishes
at end.
Description of Spell The spell enables the caster to construct
both a magical AND a physical barrier that can be a complete circle
if the medium is floating in space. Otherwise the barrier must
somehow conform to where the medium is standing. If another physical
object is blocking the shield then the serial dice resolution matrix
is used to determine which object gives. Concentric force shields
maybe cast by the same medium. Another PC can be inside the shield
with the medium. Only the medium that created the shield can pass
through it without physically or magically cancelling it. Each shield
cast has a power rating and a physical damage strength (see Spell
Quantification). Once cast the shield remains in fixed position.
The shield will hold an atmosphere if it has sufficient physical
strength to do so.
Results of Clean Usage All 6s Results of Critical Usage
automatically rolled for physical All 6s rolled for physical
strength of shield. strength, then double range,
power and duration
Results of Fumble Roll 1D:
6- Medium thinks there's a shield
but there isn't.
5-2- Spell cannot be used for 1D
rounds.
1- Spell cannot be used for 1D days
Spell Quantification Each shield has a number of power points derived
from the spell power units of the caster. For each power point there
exists a quantity of force that stops incoming spells that have a
spell power less than the shields power rating. The power rating
remains constant while the shield exists. The power cannot be
increased by a new spell (though a new shield could be constructed
inside an old one). There is always at least one point of power
derived from spell unity. In addition to "pure" force resistance
the shield has physical resistance. For each point of Power that goes
into the spell 1D is rolled to determine the shields physical strength.
Thus if there are 3 points of Power in the spell there could be from
3 to 18 points of physical strength. The physical strength of the
shield is removed by physical damage. The shield does NOT loose any
magical strength until all the physical strength is removed.
Spell Name Counter Force Spell level 1
Spell Range 3 meters + 1 m for Spell Unity Init Range, Power
each additional pt. and Duration is 1.
Spell Power 1 pt initially + 1 pt Spell Duration 1 rnd per attempt
per pt of Force.
Spell Availability Common Spell Color All
Spell School All
Spell timing Starts at beginning Associated Skills None
of rnd, finishes at
end.
Description of Spell The spell enables the caster to dissapate force
brought into existence by another medium. To be successful there must
be equal or greater power in the casters spell than in the force they
are attempting to dissipate. No FOR vrs FOR is made on the serial
dice resistance table. If the spell is successful, conditions revert
as much as possible to their original conditions.
Results of Clean Usage No special Results of Critical Usage
effect. Triple number points of Power
in casters spell.
Results of Fumble Roll 1D
6- Increase FOR of object trying
to dispell by 2.
5-2- Spell cannot be used for 1D rnds.
1- Spell cannot be used for 1D days.
Spell Quantification None.
Spell Name Atomic Creation Spell level 2
Spell Range 2 millimeters + 2mm Spell Unity initial range,
for each pt force power is 1.
Spell Power 1 pt initially, each Spell Duration permanent
additional pt increases
amount (see quantification)
Spell Availability Limited. Spell Color White
Spell School Atomic Creation/
Alternation/
Negation.
Spell timing Starts at beginning Associated Skills Physics,
of rnd. Chemistry.
Description of Spell Elements in the form of matter are created
from pure force energy. Thus the caster is able to create matter
from "nothing". The range of the spell is in the immediate presence
of the caster. If the caster wishes to create an element inside
another UNWILLING beings body then only 2D damage can be done after
successful roll on the serial dice resistance table.
Results of Clean Usage 2 elements Results of Critical Usage
can (optionally) be created by n-elements can (optionally) be
the caster simultaneously for a created by the caster
point cost of one. simultaneoulsy for a point cost
of one.
Results of Fumble Roll 1D
6- Elements explode for 2D
immediate damage.
5-2 Random wrong element is
created.
1- Caster cannot retry spell
for 1D days.
Spell Quantification For each pt of power 400 grams of H, He can be
created by the medium. For each pt of power 200 grams of Li, Be, B,
C, N, O, F, and Ne can be created by the medium.
Canonical Spell Format
Spell Name Time Shift Spell level 5
Spell Range Initial range is 0, Spell Unity Range, Power and
10 meters for each Duration is 1
point of force.
Spell Power 1 initial, 1 pt Pow Spell Duration Fixed, 1 round
for each additional pt
of force.
Spell Availability Limited Spell Color Blue
Spell School Time/Paratemporal
Spell timing Starts at beginning Associated Skills History-1,
of round, ends up Math-1, Physics-1
on forward branch or
backward root timeline.
Description of Spell The caster and a certain amount of "baggage"
can travel forward or backward in time. Often when traveling forward
the caster can choose 2 or more diverging timelines if they are sensed
correctly. Thus forward is travelling from the current point in time
(the root) to a future point in time (1 or more branches). It is
possible for branches to "recombine" with the main timeline thus
forming a timeline network. Time travel in the past is similar to the
future except the caster usually moves towards the base timeline
(unless a "recombine" point is found- something rare). The caster
MUST follow a particular divergent timeline during travel. The amount
of baggage the caster may shift through time (including themself) is
102,400 KG. Each additional pt of Force will shift an additional
102.4K KG. See timeflux and Spell Quantification below..
Results of Clean Usage Results of Critical Usage
The caster draws 2 X force of the spell, The caster ends up on the time line
thus getting an automatic time flux of with exact precision. All networks
5 if detected automatically not used on Power
Results of Fumble: Roll random on time flux table Spell
Quantification: Each time shift is subject to time flux, which makes
it difficult for the caster to know exactly where the shift will stop
on the timeline. The player designates how far back or forward the
caster will attempt to travel on the time flux table ( a choice of 35
increments). The GM rolls 2D to determine the amount of flux. The
player then rolls 2D. If the number rolled is greater then or equal
to the number the GM rolled, then there is no loss of control during
the shift. If the number is less than the the number the GM rolled,
the number of increments than it is less becomes the number of slots
that the caster if off on the table. The direction of the error is
random. The caster can then compensate for this by expending
additional points of force. The amount of compensation is 1 increment
in each direction for each point of force. If the caster shifts off
the low end of the time flux table (past the first slot number), the
caster causes a bifurcation of the time line. This will cause the
caster and their "baggage" to be either temporarily or permanently
separated from the prime or base timeline. If the caster shifts off
the high end (last slot number), the player rolls a serial 2D to
determine a random reentry in time.
Time Shift Table
Serial roll Slot Time Increment
on 2D Number
11 1 + or - 1000 seconds (a dangerous shift)
12 2 + or - 10 60 min hours (less dangerous)
13 3 + or - 1 20 hour day
14 4 + or - 2 20 hour days
15 5 + or - 4 20 hour days
16 6 + or - 8 20 hour days
21 7 + or - 16 20 hour days
22 8 + or - 32 20 hour days
23 9 + or - 64 20 hour days
24 10 + or - 128 20 hour days
25 11 + or - 256 20 hour days
26 12 + or - 512 20 hour days (1.42 years)
31 13 + or - 1024 20 hour days (2.84 years)
32 14 + or - 2048 20 hour days (5.68 years)
33 15 + or - 4096 20 hour days (11.3 years)
34 16 + or - 22.75 years
35 17 + or - 45.5 years
36 18 + or - 91.02 years
41 19 + or - 182 years
42 20 + or - 364 years
43 21 + or - 728 years
44 22 + or - 1.456 K years
45 23 + or - 2.912 K years
46 24 + or - 5.825 K years
51 25 + or - 11.65 K years
52 26 + or - 23.30 K years
53 27 + or - 46.6 K years
54 28 + or - 93.2 K years
55 29 + or - 186.4 K years
56 30 + or - 372.8 K years
61 31 + or - 745.6 K years
62 32 + or - 1.491 M years
63 33 + or - 2.982 M years
64 34 + or - 5.965*(2**(1D))
65 35 + or - 5.965*(2**(2 serial D mapped to this table))
66 36 roll random again if 66 again being ceases to exist