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Saturday, July 11, 2015

My Learning House Rules

What?

I'm proposing alternate learning rules from those found in the GURPS Basic Set.

Why?

To bring them in line with how I believe real people learn. In real life, it's easy to reach a moderate level of skill, but from that point on each increase in ability takes more practice than the last. In addition, everyone lacking a learning disability acquires skills in the same way: through deliberate practice--no one has inborn talent--and at the same rate. How people differ is in their motivation.

For the most part, I have based these rules on the paper titled The Role of Deliberate Practice in the Acquisition of Expert Performance.

These rules are based on the following assumptions.

1) Only deliberate practice increases skill level. Not incidental practice or inborn talent. Work the cash register at 7-11 for thirty years and you might be the same skill level as the day you started.

2) People have a difficult time forcing themselves to practice.

3) Practice is tiring.

4) Skill levels differ in terms of training time. Lower levels are easier to acquire, while higher levels each take more time than the previous level, unlike the RAW, which gives the same time to go from skill 19 to skill 20 as it does from level 12 to 13.

5) People without learning disabilities learn at the same rate when they do learn.

6) Skill difficulty doesn't enter into the picture. Chess, an Easy skill in GURPS, takes the same amount of time to master as Violin, a Hard skill. I have abandoned the concept of skill difficulty entirely.

7) While people learn at the same rate when they do learn, identifying what will cause learning is difficult, and often requires a plan designed by a teacher.

8) As a consequence of the difficulty with which high skill levels are achieved, skill levels of real people are lower than players often imagine. The person working the cash register might only have a base skill level of 8, but due to generous bonuses from task difficulty, which could be as high as +10 for some tasks, and equipment bonuses, the skill 8 person is able to perform their job.



First the Simplified Version

The GM must decide that the character reeeeeally wants to practice his skill. A character can't pour every extra second of time they have into practice. They must have either an Obsession or someone breathing down their neck to get it done.

Use the hours per skill level chart (below). Characters can only spend two hours per day performing mental practice, and one hour per day performing physical practice. Double each number if the character is supervised by a teacher. Double each number again, for a total of eight and four hours, respectively, for characters with Will 14+, FP 14+, and Less Sleep 4. Days spent practicing must be entirely devoted to practice. If any excitement breaks out on one of these days, the character starts the excitement at half his full FP.


Now the Full Rules


Each skill's time practiced is tracked separately.

Skill level - Total Hours Practiced

Skill 8: 5 hours
Skill 9: 100 hours
Skill 10: 500 hours
Skill 11: 1,000 hours
Skill 12: 2,000 hours
Skill 13: 2,500 hours
Skill 14: 3,125 hours
Skill 15: 4,000 hours
Skill 16: 4,800 hours
Skill 17: 6,100 hours
Skill 18: 7,600 hours
Skill 19: 9,500 hours
Skill 20: 12,000 hours
Skill 21: 15,000 hours
Skill 22: 18,500 hours



In principle, characters should start at skill 0, but the amount of practice required to reach skill 6 or 7 would be so low that I've decided to treat all characters from a culture where they would normally be exposed to the skill as having skill 7.


I strongly recommend using these rules with broader skills, like in my house rules. This doesn't work as well with the RAW skills, which are often so fine-grained that a character such as a doctor or swordsman might need four or more skills at a high level.

We have two questions to answer next:

1) How long can someone force themself to practice each day?

2) How long should they force themselves to practice each day?


"studies show essentially no benefit from durations exceeding 4 hr per day and reduced benefits from practice exceeding 2 hr" -- The Role of Deliberate Practice in the Acquisition of Expert Performance


"deliberate practice is an effortful activity that can be sustained only  for a limited  time  each day during extended periods without  leading  to exhaustion (effort constraint). To maximize gains from long-term practice, individuals must avoid exhaustion and must limit practice to an amount from which they can completely recover on a daily or weekly basis" -- The Role of Deliberate Practice in the Acquisition of Expert Performance


These rules are intended to be used with the Long-Term Fatigue rules from Douglas Cole's The Last Gasp, from Pyramid issue 3/44, Alternate Gurps II.

Each hour of practice costs 1 FP while practicing a mental skill, or 2 FP while practicing a physical one. This is intended to be used with the rules from The Last Gasp.

So people with an FP of 10, which should be most people, will only be able to practice mental skills for five hours before they enter the realm of severe fatigue, and only physical practice for two hours before doing so.

If we say that most modern people who are performing mental practice only have nine Fatigue Points, not unreasonable, since most modern people will receive approximately zero exercise, then giving people who perform mental exercise 9 FP and people who perform physical practice 10 FP, then that matches the evidence quite well.

We can see from this that the amount of time one is able to consistently practice is extremely limited due to fatigue. An average person with 10 FP who practices football for two hours drops to a safe 6 FP, which can be recovered from with eight hours of rest, but another hour of practice drops him to 4 FP, which is severe fatigue, now necessitating twenty hours of rest.

See how it's difficult to fit that rest around a normal eight hours of sleep. This means there is an effective limit of four hours per day of mental practice, or two hours a day of physical practice.

To represent people like Nikola Tesla, who was able to practice far more than a normal man, I suggest purchasing multiple levels of Less Sleep (all the way up to four for Tesla, who may have even possessed a limited version of Doesn't Sleep), a high Will, the Extremely Motivated perk (below), and a very high level of FP. I intend to do another post on mental fatigue in the future to discuss a means of separating mental and physical fatigue.


"In contrast to play, deliberate practice is a highly structured activity, the explicit goal of which is to improve performance. Specific tasks are invented to overcome weaknesses, and performance is carefully monitored to provide cues for ways to improve it further. We claim that deliberate practice requires effort and is not inherently enjoyable." -- The Role of Deliberate Practice in the Acquisition of Expert Performance



At the beginning of each hour of practice, make a Will roll. On a success, you are able to force yourself to practice for that hour. On a failure, you aren't able to concentrate and instead you waste the hour diddling around. You may even believe you spent the hour practicing, but nothing productive comes of it. On a failure, you aren't able to achieve real practice again until you completely restore your Fatigue Points or you receive some sort of outside motivation, like a speech from a parent or a teacher's glower.

Group Instruction, such as a lecture, gives no bonus on the Will roll. However, individual instruction gives a +4 bonus.

A motivating speech (or other encouragement) in the form of a successful Teaching, Intimidation, Diplomacy, Professional Skill (Childcare), or other applicable roll by a teacher, parent, etc. gives a +2 bonus for one week. This bonus replaces the bonus for individual instruction above. Anticipation of an upcoming event in which the skill is used, such as a recital, tournament, or job interview gives an additional +2 to this roll. For more extreme examples, such as imprisonment, severe beatings, or the threat of unpayable debts if a certain skill level is not achieved, the GM may assess an even larger bonus.

The bonus from the Training Bonus Table on page 5 of Pyramid #3/44 applies to this roll as well. The highly skilled have an easier time forcing themselves to practice. They've gotten used to it. Though it makes more sense to base this table on absolute, rather than relative, skill level. I propose the following:

Skill Level:       11  12  14  17  20
Training Bonus:    +1  +2  +3  +4  +5

Characters with the Laziness disadvantage suffer a -4 penalty. The GM is encouraged to assess this same penalty--or an even larger one--to characters under considerable stress. A troubled home life is a common cause of reduced motivation.

"To assure effective learning, subjects ideally should be given explicit instructions about the best method and be supervised by a teacher to allow individualized diagnosis of errors, informative feedback, and remedial part training." -- The Role of Deliberate Practice in the Acquisition of Expert Performance


Practice alone isn't enough. Proper areas of improvement must be identified and a plan must be devised that will lead to that improvement. A million hours spent engaged in "practice" that doesn't improve your skill is time down the drain. Some "practice" can change good habits into bad, reducing overall skill levels.

To represent this, each day, before practice, make an IQ roll. If you succeed, each hour of practice counts toward your skill. If you fail, each hour is wasted and you receive no benefit. On a critical failure, for each hour of practice you lose one hour toward your skill! The GM should make this roll in secret.

For solo practice, access to study materials, such as chess manuals or instructional videos, provides a +2 bonus. A weekly plan created by a teacher provides an additional +2 bonus. Constant personal instruction from a teacher negates the need for an IQ roll entirely, regardless of IQ score! The bonus from the Training Bonus Table (above) applies as well. I wouldn't bother rolling for characters with a final score of 16 or higher.

For extended periods of practice, the expected result of all these rolls should be used. Perhaps in the future I will generate a table that shows expected hours of practice for a given skill level, Will, IQ, and FP, but I lack the ability to do so now. It should be possible to create a spreadsheet that tells you how many hours of skill increases you receive for an entire year of practice.


New Perks:

Extremely Motivated‡
Prerequisite: Obsession (master the skill in question).
This perk comes in level. Choose a skill. You get a +2 bonus on Will rolls to practice that skill for each level of this advantage.


Insightful Learner‡
This perk comes in levels. Choose a skill. You get a +2 bonus on IQ rolls to identify areas of improvement with that skill for each level of this advantage.

New Quirk:

Slow Learner
For each hour spent practicing, you only receive fifteen minutes of effective learning time.

Friday, February 13, 2015

Gauging Interest: D&D magic in GURPS


I would like some feedback on this one. If there's interest, I will continue on converting the spells, first doing the low-level Cleric and Druid spells, then perhaps continuing on to the higher-level ones.



Spellcasting ability is purchased as the following Modular Ability. The spell in each slot can be used once and is then forgotten. Spells have a default duration of one minute, as per Limited Use. They can be further modified (most of them are). Spells can only be prepared when the mage is in possession of his special spellbook, which can be replaced, though not easily.

Modular Ability: Super-Memorization (Super-Memorization; Physical, +100%; Accessibility, only for spells as powers and only spells in your spellbook, -40%; Accessibility, spells can only be prepared when at full FP, -10%; Preparation Required, 1 hour, -50%; Limited Use, 1/day, -40%; DR 5, -15%; SM -3, -15%; Must be forcefully removed, -10%) []

Cost per slot: 1 points base + .6 points per point of abilities.


The Magic power modifier is -5% from magical countermeasures and -5% for difficulty casting spells while armored.



0-Level Spells

Acid Splash
Cost: 8 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Corrosion Attack 1d (Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range x1/2, -10%; Magic, -10%) [8].

Arcane Mark
Cost: 29 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: Permanent until erased, or one month on a living target.

Statistics: Affliction 1 (Will; Disadvantage, Unnatural Feature, +1%; Extended Duration, Permanent, until erased if nonliving, or one month if living, +150%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [29].

Dancing Lights
Cost: 20 points
Components: V, S
Casting Time: 1 Concentration Maneuver
Range: 100 yards
Duration: 1 minute.

Statistics: Illusion (Independence, +40%; Ranged, +40%; Accessibility, can only make the lights described in the spell description, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Visual Only, -30%; Magic, -10%) [20].

Daze
Cost: 12 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 6 seconds

Statistics:Affliction 1 (Will; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/30 duration, -30%; Reduced Range, x1/1760000, -30%; Magic, -10%) [20].

Detect Magic
Cost: 24 points
Components: V, S
Casting Time:1 Concentrate Maneuver
Range: 6.6 yards (twenty feet)
Duration: 1 Minute (requires concentration)

Statistics: Detect (Magic; Cosmic, no roll required, +100%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Requires Concentrate, -15%; Vision-Based, -20%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/15, -30%; Magic, -10%) [24].

Detect Poison
Cost: 15 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 20 yards
Duration: Instantaneous

Statistics: Detect (Poison and Venom; Analyzing, +100%; Cosmic, no roll required, +100%; Precise, +100%; Accessibility, Requires magic words, -10%; Accessibility, can't penetrate one inch of iron or an equal mass of other material, -10%; Accessibility, Requires gestures, -10%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Duration, x1/60, -35%; Reduced Range, x1/5, -20%; Magic, -10%) [15].

Disrupt Undead
Cost: 13 points
Components: V, S
Casting Time: Attack Maneuver
Range: 10 yards.
Duration: Instantaneous

Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Cosmic, Irresistible attack, +300%; Increased 1/2D, 10x, +15%; Accessibility, Undead Only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/10, -30%; No Blunt Trauma, -20%; No Knockback, -10%; Magic, -10%) [13].

Flare
Cost: 28 points
Components: V
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute

Statistics: Affliction 1 (Will; Disadvantage, Nearsighted, +25%; Based on HT, +20%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, x1/3, -10%; Reduced Range, x1/1760000, -30%; Magic, -10%) [28].

Ghost Sound
Cost: 9 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 1 minute

Statistics: Illusion (Ranged, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Auditory Only, -70%; Magic, -10%) [9].

Light
Cost: 15 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 10 minutes

Statistics: Affliction 1 (Will; Advantage, Accessory, Torch, +10%; Fixed Duration, +0%; Extended Duration, 10x duration, +40%; Malediction 1, +100%; Accessibility, Unliving Things Only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [15].

Mage Hand
Cost: 5 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute (requires concentration)

Statistics: Telekinesis 5 (Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Requires Concentrate, -15%; Specific, a single nonliving item chosen when the spell is cast, -40%; Magic, -10%) [5].

Mending
Cost: 20 points
Components:
Casting Time:
Range: 3.3 yards (10 feet)
Duration: Instantaneous

Statistics: Healing (Nonliving objects, +0%; Cosmic, no roll required, +100%; Ranged, +40%; Reduced Fatigue 1, +20%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Capped, 1 FP, -35%; Injuries Only, -20%; Reduced Range, x1/30, -30%; Specific, Nonliving Objects Weighing No More Than 1 lb, -80%; Magic, -10%) [20].

Message
Cost: 30 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 50 yards
Duration: 30 minutes

Statistics: Telecommunication (Directional Sound; Extended Duration, x10, +40%; Link, +10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 100 yards, -5%; Nuisance Effect, Must Mouth Message, -5%; Reduced Range, x1/2, -10%) [6] + Affliction 1 (Will; Advantage, Modified Directional Sound, +10%; Link, +10%; Malediction 2, +150%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/2, -10%; Magic, -10%) [24].

Modified Directional Sound: Telecommunication (Directional Sound; Accessibility, Only to Answer Sender, -80%; Maximum Duration, 10 minutes, -50%; Nuisance Effect, Maximum Range, 100 yards, -5%; Nuisance Effect, Must Mouth Message, -5%; Reduced Range, x1/2, -10%) [1]

Open/Close
Cost: 12 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 minute

Statistics: Telekinesis 12 (Accessibility, Can only open and close doors, chests, etc., -80%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Reduced Duration, 1/60, -35%; Magic, -10%) [12].

Prestidigitation
Cost: 19 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration:1 hour

Statistics: Modular Ability 1 (Cosmic Power; Extended Duration, x100, +80%; Physical, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Limited, only minor magical perks, -60%; Magic, -10%) [19].

Ray of Frost
Cost: 4 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Crushing Attack 1d (Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range x1/2, -10%; Magic, -10%) [4].

Read Magic
Cost: 11 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Vision
Duration: 10 minutes

Statistics: Detect (Magical Writing; Analyzing, +100%; Cosmic, no die roll required, +100%; Extended Duration, x10, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Analysis only, -50%; Short-Range 2, -20%; Vision-Based, Reversed, -20%; Magic, -10%) [11].

Resistance
Cost: 18 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 1 minute

Statistics: Affliction 1 (Will; Advantage, Resistant to Metabolic Hazards +1, +30%; Advantage, Resistant to Mental Effects +1, +30%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Reduced Duration, 1/3 duration, -10%; Magic, -10%) [18].

Touch of Fatigue
Cost: 28 points
Components: V, S, F
Casting Time: Attack Maneuver
Range: Touch
Duration: Instantaneous

Statistics: Fatigue Attack 2d (Based on HT, +20%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, can't drop target below (1/3)-1 FP, -5%; Nuisance Effect, temporary, 30 seconds, -5%; Magic, -10%) [28].


1st-Level Spells

Alarm
Cost: 21 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 16 hours

Statistics: Create (Loud Sound; Cosmic, No roll required, +100%; Extended Duration, x1000, +120%; Reduced Fatigue Cost 2, +40%; Ranged, +40%; Triggered Delay, Creature Larger than Rat Entering Area, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [21].

Animate Rope
Cost: 17 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 30 seconds

Statistics: Control 2 (Rope; Cosmic, No roll required, +100%; Ranged, +40%; Accessibility, can only do the things listed in the spell, -80%; Accessibility, not carried or worn ropes, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, x1/2, -5%; Magic, -10%) [17].

Burning Hands
Cost: 11 points
Components: V, S
Casting Time: Attack Maneuver
Range: 10 yard Cone
Duration: Instantaneous

Statistics: Burning Attack 1d (Cone, 10 yards, +150%; Increased 1/2D, 10x, +15%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/20, -30%; Magic, -10%) [11].

Cause Fear
Cost: 26 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Disadvantage, Obsession (Run Away), +10%; Frightened, same as Euphoria, +30%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, x1/10, -20%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [26].

Charm Person
Cost: 29 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Disadvantage, Delusion (Caster is a close, trusted friend), +15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, sapient humanoids only, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Easily Resisted 4, Only if currently threatened by caster or friends, -60%, -8%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [29].

Chill Touch
Cost: 35 points
Components: V, S
Casting Time: Attack Maneuver
Range: Touch
Duration: Damage is instantaneous, ST penalty lasts three minutes, Frightened lasts 30 seconds

Statistics: Crushing Attack 1d (Cosmic, Irresistible attack, +300%; Link, +10%; Accessibility, Undead take no damage, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Blunt Trauma, -20%; No Knockback, -10%; Magic, -10%) [16] + Affliction 1 (HT; Fixed Duration, +0%; Follow-Up, Reduced attribute, -2 ST, +10%; Accessibility, not on Undead, -10%) [10] + Affliction 1 (HT; Disadvantage, Obsession (Run Away), +10%; Frightened, same as Euphoria, +30%; Fixed Duration, +0%; Link, +10%; Accessibility, only on Undead, -40%; Reduced Duration, x1/10, -20%) [9].

Color Spray
Cost: 55 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 16 yard area cone emanates from hand
Duration: Special, see below

Statistics: Affliction 1 (Will; Unconsciousness, +200%; Disadvantage, Blindness, +50%; Stun, +10%; Area Effect, 16 yards, +200%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, bright lights and colors, -5%; Nuisance Effect, only in the shape of a cone, -5%; Reduced Duration, x1/3, -10%; Vision-Based, -20%; Magic, -10%) [55].

As a special effect, the duration is as follows: 10d seconds of Unconsciousness, followed by 4d seconds of blindness and stun, followed by 2d seconds of stun.

Comprehend Languages
Cost: 36 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 10 minutes

Statistics: Xeno-Omnilingual (Extended Duration, 10x, +40%; Accessibility, only touched creatures or texts, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [36].

Detect Secret Doors
Cost: 20 points
Components: V, S
Casting Time: 1 Concentrate Maneuver (Reflexive one active)
Range: 20 yards (Vision-Based)
Duration: Up to 10 minutes (requires concentration)

Statistics: Detect (Secret Doors; Analyzing, +100%; Cosmic, No roll required, +100%; Extended Duration, 10x, +40%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/5, -20%; Requires Concentrate, -15%; Vision-Based, -20%; Magic, -10%) [20].

Detect Undead
Cost: 29 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 20 yards (Vision-Based)
Duration: Up to 10 minutes (requires concentration) 

Statistics: Detect (Undead; Cosmic, No roll required, +100%; Extended Duration, 10x, +40%; Precise, +100%; Reflexive, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 100 yards, -5%; Reduced Range, x1/5, -20%; Requires Concentrate, -15%; Vision-Based, -20%; Magic, -10%) [29].

Disguise Self
Cost: 25 points
Components: S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 30 minutes

Statistics: Elastic Skin (Extended Duration, 30x, +60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Glamour, Will-5, -5%; Magic, -10%) [25].

Endure Elements
Cost: 38 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Reach
Duration: 24 hours

Statistics: Affliction 1 (Will; Advantage, Temperature Tolerance 15 (Force Field, +20%; Magic, -10%), +170%; Extended Duration, x480, +105%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [38].

Enlarge Person
Cost: 92 points
Components:V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Growth 1 (Can Carry Objects, Heavy, +100%), +200%; Advantage, ST+5, +500%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, humanoids only, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Nuisance Effect, Only ST to match new size, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [92].

Erase
Cost: 10 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 1 second

Statistics: Create (Text; Cosmic, No roll required, +100%; Destruction Only, +0%; Ranged, +40%; Reduced Fatigue Cost 2, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Duration, 1/60, -35%; Reduced Range, x1/10, -30%; Magic, -10%) [10].

Expeditious Retreat
Cost: 12 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 10 minutes

Statistics: Basic Move +2 (Extended Duration, 10x, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Magic, -10%) [12].

Feather Fall
Cost: 45 points
Components: V
Casting Time: Reflexive
Range: 8 yard area centered on caster
Duration: 30 minutes

Statistics: Catfall (Affects 2 others, +100%; Area Effect, 8 yards, +150%; Extended Duration, 10x, +40%; Feather Fall, +20%; Fixed Duration, +0%; Reflexive, +40%; Selective Area, +20%; Accessibility, Requires magic words, -10%; Magic, -10%) [45].

Floating Disk
Cost: 11 points
Components:V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Disk appears nearby
Duration: 15 hours

Statistics: Ally (Floating Disk; Built on 25%; Constantly, x4; Extended Duration, 300x, +100%; Minion, +0%; Conjured, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Ally disappears if you move more than ten yards away, -5%; Magic, -10%) [11].

Grease
Cost: 33 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 18 seconds

Statistics: Affliction 1 (DX; Disadvantage, Paraplegic, +30%; Area Effect, 2 yards, +50%; Based on DX, +20%; Fixed Duration, +0%; Malediction 3, +200%; Persistent, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Environmental, Ground Contact, -20%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/10, -20%; Reduced Range, x1/1760000, -30%; Magic, -10%) [33].

Hold Portal
Cost: 45 points
Components:V
Casting Time: 1 Concentrate Maneuver
Range: 50 yards
Duration: 1 minute

Statistics: Telekinesis 15 (Independent, +40%; Increased Range, 5x, +20%; Accessibility, Only for locking a lock or holding a door, window, etc. closed, -80%; Accessibility, Requires magic words, -10%; Magic, -10%) [45].

Hypnotism
Cost: 36 points
Components:V, S
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 30 seconds (or until the subject is attacked)

Statistics: Affliction 1 (Will; Daze, +50%; Disadvantage, Per -2, +10%; Area Effect, 8 yards, +150%; Malediction 3, +200%; Accessibility, spell ends immediately if any harmful intent is shown toward subject, -60%; Accessibility, only creatures that can see or hear you, -5%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Easily Resisted 4, Only if currently threatened by caster or friends, -60%, -8%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Duration, 1/6, -15%; Reduced Range, x1/1760000, -30%; Magic, -10%) [36].

Identify
Cost: 7 points
Components: V, S, Expensive Trigger
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous

Statistics: Detect (Magic Item; Analyzing, +100%; Cosmic, No die roll required, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Analysis Only, -50%; Immediate Preparation Required, 1 hour, -75%; Reduced Duration 1/60, -35%; Touch-Based, Reversed, -20%; Trigger, Expensive, -20%; Magic, -10%) [7].

Jump
Cost: 35 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Super-Jump 2, +200%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [35].

Mage Armor
Cost: 33 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 5 hours

Statistics: Affliction 1 (Will; Advantage, DR 4 (Can't Wear Armor, -40%; Magic, -10%), +100%; Malediction 1, +100%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [33].

Magic Aura
Cost: 20 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 24 hours

Statistics: Illusion (Extended, Detect, +20%; Extended Duration, x1440, +125%; Independence, +40%; Accessibility, Detect Only, -60%; Accessibility, only to make a single item appear to be nonmagical, a specific magic item, or under the effect of a specific spell, -80%; Accessibility, doesn't work on extremely powerful artifacts, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [20].

Magic Missile
Cost: 23 points
Components: V, S
Casting Time: Attack Maneuver
Range: 50 yards
Duration: Instantaneous

Statistics: Crushing 1d (Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Cosmic, No roll required, +100%; Increased 1/2D, 10x, +15%; Accessibility, Not on inanimate objects, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 1/2, -10%; Magic, -10%) [23].

Magic Weapon
Cost: 53 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 3 minutes

Statistics:

Affliction 1 (Will; Advantage, Modified Affliction, +340%; Cosmic, No roll required, +100%; Fixed Duration, +0%; Malediction 1, +100%; Accessibility, One item only, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [53].

Modified Affliction: Affliction 1 (Will; Advantage, DX+1 (Only to attack with enchanted weapon, -60%), +80%; Advantage, Striking ST 2 (Only to attack with enchanted Weapon, -40%), +60%; Malediction 1, +100%; Reflexive, +40%; Accessibility, doesn't stack with other magic bonuses, -10%; Always On, -0%; Touch-Based, -20%; Magic, -10%) [34]

Mount
Cost: 13 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Horse appears nearby
Duration: 5 hours

Statistics: Ally (Horse; Built on 25%; Constantly, x4; Conjured, +100%; Extended Duration, 300x, +100%; Minion, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%) [13].

Obscuring Mist
Cost: 47 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: 6.6 yards (20 feet)
Duration: 3 minutes

Statistics: Obscure 9 (Vision; Area Effect, 8 yards, +100%; Drifting, +20%; Extended, Dark Vision, +20%; Extended Duration, 3x, +20%; Ranged, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range 1/15, -20%; Magic, -10%) [47].

Protection from Evil
Cost: 71 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Touch
Duration: 1 minute

Statistics: Affliction 1 (Will; Advantages*, +570%; Fixed Duration, +0%; Malediction 1, +100%; Reduced Duration, x1/3, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Touch-Based, Reversed, -20%; Magic, -10%) [71].

*Grants Enhanced Defenses 1 (Limited, only against attacks made by "Evil" supernatural creatures, -60%; Magic, -10%) [9] + Resistant to Evil Supernatural Powers +3 (Magic, -10%) [5] + Immunity to Mind Control (Magic, -10%) [27] + Insubstantiality (Noisy, -5%; No Vertical Move, -10%; Specific, Only Against the Natural Attacks of Summoned or Conjured Creatures, -80%; Magic, -10%; Accessibility, Only Against Creatures You Haven't Attacked, -40%) [16]

Ray of Enfeeblement
Cost: 38 points
Components: V, S
Casting Time: Attack Maneuver
Range: 100 yards
Duration: 3 minutes

Statistics: Affliction 1 (HT; Reduced attribute, ST-6, +30%; Cosmic, Irresistible attack, +300%; Fixed Duration, +0%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Reduced Range, x1/5, -20%; Magic, -10%) [38].

Reduce Person
Cost: 45 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 10 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Advantage, Shrinking 2 (Can Carry Objects, Heavy, +100%; Full Move, +30%), +230%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, humanoids only, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/1760000, -30%; Magic, -10%) [45].

Shield
Cost: 60 points
Components: V, S
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 1 minute

Statistics: Enhanced Defenses 3 (Link, +10%; Accessibility, Does not stack with Shield DB, -10%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Directional, Front, -20%; Magic, -10%) [45] + Damage Resistance 6 (Cosmic, works against Magic Missile, +50%; Link, +10%; Accessibility, Magic Missile only, -80%; Directional, Front, -20%; Magic, -10%) [15].

Shocking Grasp
Cost: 36 points
Components: V, S
Casting Time: Attack Maneuver
Range: Touch
Duration: Instantaneous

Statistics: Burning Attack 2d (Cosmic, Irresistible Attack, +300%; Surge, +20%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Magic, -10%) [36].

Silent Image
Cost: 75 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 10 minutes (requires concentration)

Statistics: Illusion (Area Effect, 16 yards, +200%; Extended Duration, 10x, +40%; Ranged, +40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Requires Concentrate, -15%; Visual Only, -30%; Magic, -10%) [75].

Sleep
Cost: 46 points
Components: V, S, F
Casting Time: 4 seconds
Range: 40 yards
Duration: 3 minutes

Statistics: Affliction 1 (Will; Sleep, +150%; Area Effect, 4 yards, +100%; Fixed Duration, +0%; Malediction 3, +200%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Nuisance Effect, Maximum Range, 10,000 miles, -5%; Reduced Range, x1/440,000, -30%; Takes Extra Time 2, -20%; Magic, -10%) [46].

Summon Monster I
Cost:  points
Components:
Casting Time:
Range:
Duration:

Statistics: Coming soon! (Will likely be Ally Wildcard ability with Conjured, +100%; Minion, +50%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Takes Extra Time 2, -20%; Magic, -10%; Built on x%; Constantly, x4)

True Strike
Cost: 40 points
Components: V
Casting Time: 1 Concentrate Maneuver
Range: Personal
Duration: 6 seconds

Statistics: DX +10 (Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Applies only to your next attack roll, -80%; Reduced Duration, x1/10, -20%; Magic, -10%) [40].

Unseen Servant
Cost: 11 points
Components: V, S, F
Casting Time: 1 Concentrate Maneuver
Range: Servant appears nearby
Duration: 5 hours

Statistics: Ally (Conjured, +100%; Extended Duration, 300x, +100%; Minion, +50%; Accessibility, spells ends if Servant is more than ten yards away from caster, -40%; Accessibility, Requires magic words, -10%; Accessibility, Requires gestures, -10%; Accessibility, Requires material component, -5%; Magic, -10%; Built on 25%; Constantly, x4) [11].

Ventriloquism
Cost: 5 points
Components: V, F
Casting Time: 1 Concentrate Maneuver
Range: 100 yards
Duration: 9 minutes

Statistics: Illusion (Extended Duration, 3x, +20%; Ranged, +40%; Accessibility, can only make sounds you can normally make with your mouth, -60%; Accessibility, Requires magic words, -10%; Accessibility, Requires material component, -5%; Auditory only, -70%; Magic, -10%) [5].