CC0
To the extent possible under law, DJ has waived all copyright and related or neighboring rights to DJ's Gaming Blog. This work is published from: United States.

Friday, June 30, 2017

GURPS House Rule: Skill Pricing


What?

I’ve separated the skills from the attributes. Skills are now completely separate from attributes. Each skill is now purchased individually as its own trait in the same way you would purchase, say, Less Sleep or Damage Resistance as their own standalone traits.


Why?

Six reasons.

1)   The perverse incentives created by tying the skills to the attributes.

GURPS makes it much more efficient to purchase skills by jacking up one attribute (either DX or IQ) and then receiving the concomitant skills at a low relative price.

The creates the incentive to focus entirely on one attribute and the skills it governs, greatly punishing characters whose concept would lead them to need multiple skills of different attributes.

Look at, for instance, the Dungeon Fantasy thief template. It has to spread its points across DX and IQ. This is inefficient. It is much better to have a character in the party with a high DX and another character in the group with a high IQ. These characters can easily dip into the thief’s skills. For a few points each, the DX- and IQ-based characters can easily surpass the thief in the skills controlled by their attribute. For instance, a swashbuckler who focuses entirely on raising their DX can far exceed the thief in DX-based skill levels, while the same is true of a scholar who focuses on their IQ and the thief’s IQ-based skills.

Under my proposed rules, this isn’t the case. A skill is a skill is a skill. If you want the Stealth skill, you have to pay the points specifically for the Stealth skill. These perverse incentives (which favor certain character concepts—those concepts which focus entirely on skills governed by a single attribute which they have raised to the heavens) are no more. You can purchase the mix of skills that make the most sense for your character without having to worry about attributes. This brings the incentives faced by characters who would have formerly required a mix of attributes or a hodge-podge of makeshift Talents into alignment with the characters whose builds don't face these same issues.

Further, it removes the incentive for players to make characters that are focused entirely on the skills governed by a singular attribute. No longer will characters be their choice of IQ or DX. They will instead be characters, each with their own unique combination of skills.

It just doesn’t make sense to purchase IQ or DX scores of 11 or 12. Middling scores are nearly useless. Those levels of attributes don’t even raise the skill level you receive when you spend a single point to a desirable level. With IQ 12, my scientist still has to spend four points to get a professional level in their main skill. The effect is that players pour all the points they can into a single attribute to the detriment of everything else—or they are punished when they have to work in a group where the other characters have done so and then have higher defaults in skills that are intended to be the primary focus of the other characters. My physician might end up well-rounded, with all of their attributes at a slightly above average level, and then skills at the low end of what is professional. Meanwhile, the character in the party who purchased as high an IQ as possible is better at my character’s niche than my character is. This creates a sort of arms race between the characters where each character is little more than a mess of points thrown into a single attribute. Only the rare character spends a large number of points in a single skill, and when they do, it is invariably a combat skill, which are the few skills in the game that are actually worth the four points per level that GURPS charges for all skills. Which leads us into…


2)   To allow for pricing individual skills differently.

Guns. In most games where characters have access to modern firearms, this is the most powerful skill in the game. Hobby Skill (Cup Stacking). In most games where characters have access to modern firearms, this is the worst skill in the game.

But you know what these two skills have in common? They both have the exact same character point cost. To get either of these two skills at the same level costs the same amount of character points.

This is bizarre. It makes no sense. Nowhere else in the game do traits of such vastly different usefulness have the same cost. Imagine if all leveled advantages had the same character point cost! Temperature Tolerance and Altered Time Rate, for instance. Clearly this would be absurd. It is my belief that what we have with the skill prices is exactly this absurdity.

Under my rules, the difference between the worst skills and the best skills is that they cost a different price per level, exactly as with Temperature Tolerance and Altered Time Rate. The difference is not so great as between those two, of course, but the skills are priced according to the same design philosophy.

3)   So that we can vary the price of skills by game.

Guns. In most games where characters have access to modern firearms, this is the most powerful skill in the game. But not always. There are plenty of game types where proficiency in the use of firearms is almost entirely useless. Where a hundred sessions might go by without a single opportunity for a character to touch a gun, let alone fire one. Romance games, games about high school students, or even most games set in modern countries where the characters just won’t have access to firearms.

In different types of games, different skills are useful. In some genres, a certain skill is the best skill in the game, while in other genres, it’s completely useless. Perhaps my starship captain is an expert swordsman. That’s little more than a bit of color buried in his background. Yet GURPS charges the same price for this skill in a game about starships as it does in a murder mystery and a game about samurai duelists. This is problematic. With my rules, the GM can easily change the price of a given skill to reflect its usefulness in their game. If they want to run a game entirely about surfing competitions, they can charge a

4)   So you can make the character you want to make.

This might just be me and the way I build characters, but whenever I build a character, I have an idea of what they look like in my head before I sit down to work up their character sheet. I know what their life has been like. I know what skills they've learned and what skills they haven't. And so when I sit down and begin work on my character sheet, one of the first things I do is write out what skills I want and at what levels. GURPS makes it very unpleasant to get those skills at those levels. I have to go through all the rigamarole of working out attributes, Talents, often multiple different skills defaulting to one another. It's such a drag. This process is at least ninety percent of the time it takes to build a character. And then, when I'm done, I often find that rather than ending up with the character I wanted, the incentives of the trait prices (namely DX and IQ) have pushed me away from a character who knows the skills I had in mind at the levels I wanted... to being a generalist with a high DX or a high IQ. And once you have a high attribute, you either have a high default in skills you didn't want to be good at, or (and I think this incentive is even worse) you end up facing the very small opportunity costs of expanding into skills you never wanted, but where the benefit you gain from changing your character concept (perhaps radically altering their backstory--in effect turning them into a different person) is so enormous that you end up doing it anyway. Once you reach the point where you can gain the most powerful skills at high levels for only a single character point each, then you're put into an impossible position. Either you buy them and destroy your character concept, or you don't buy them and feel like you're just wasting your character points. "Yeah, I guess I could have a high Guns skill essentially for free, but I won't." That's such a terrible position to be put in. It feels so bad. I think it's bad game design. I want to be able to build the character I want the way that I want and not get punished for it. In my house rules, I can do that.

5)   Because that’s how real people learn skills.

Real people do not have attributes that govern their skills. Humans have no intelligence score that makes them better at mathematics, chess, piano, and diplomacy. You can’t get better at playing the piano by working to become more intelligent. You can only become better at playing the piano by practicing the piano.

And the same is true of the other attributes as well. People who are more perceptive aren’t better at fishing or reading lips. People who are good at fishing or reading lips are good at those things because they have practiced those particular skills.

I think GURPS has this backwards. Someone isn’t good at playing piano and giving speeches because they are intelligent. They are intelligent because they have practiced many different skills, if we want to think of intelligence as a meaningful concept at all.

Real people have skills that are at the level they have practiced the skill up to.

As such, if you want to build a character that resembles a real person, that’s very difficult in GURPS. It isn’t cost effective to build a character who has a few skills at an increased level. The rules incentivize you to buy up an attribute instead.

For example, if I had a character who was very good at Fishing and Lip Reading, let’s say skill level 16 in each, then it is much more cost effective for me to buy up their Perception than to purchase both skills individual—even if that high Perception score doesn’t match my character concept. The concept might be for a deaf fisherman who can read lips but who is not otherwise super perceptive. GURPS penalizes this character concept by making you pay more character points for less (you only receive the two skills if you buy them alone, which should cost much less than buying up Perception, which includes many other abilities, and also includes the two fairly useless skills that you’re after here).

This becomes rather extreme in the case of IQ and DX, where GURPS very strongly incentivizes the building of hypercompetent characters.

6)   Streamlined Rules

Purchasing skills in GURPS is extremely complicated. You must first decide what skill levels you desire and then reverse-engineer the most cost-effective means of purchasing those skill levels. This likely results in a morass of attributes, Talents, and skill purchases. This is by far the most complex and time consuming part of creating a character. The complexity of the way purchasing skills works is by far the biggest hurdle for new players entering the game. They must learn how skills relate to attributes and Talents and then internalize the incentives created by these arcane price schemes.

The Rules

Skills are now separate from attributes. Attributes have nothing to do with your skill level. Each skill is instead assigned its own price per level. You get all skills at a skill level of 8 and you buy them up from there. The GM decides what the cost of each skill is per level based on what they think it should cost for their game.

That’s it.

What? You’re still here? Fine. I guess I’ll go into a little more detail.

First, these rules are meant to work with my house rules where I greatly simplified the skill list. This isn’t going to work well (at all maybe) with the default GURPS skill list. There are just too many skills that relate to each other through defaults and there would be far too many skills you would need to go through and determine your skill level in. It would turn into a huge mess.

So, why a skill level of 8? The logical place to start is, well, zero. I considered that. I think that would make the most sense. There are a few problems there, though. First, there isn’t much mechanical difference between a skill level of 1 and 6. Someone with that level of a skill isn’t going to be able to effectively use it. The two are functionally the same. As such, it would require a complex pricing scheme that would require a look up table. It shouldn’t cost the same number of character points to go from skill 1 to skill 2 as it does to go from skill 11 to skill 12. I wanted to avoid that. Another reason is that, at least for humans, it’s really trivially easy to practice a skill up to a skill level of 8. If you look at my house rules, which are based on the best empirical evidence I was able to gather, you’ll see that it only takes five hours of practice to get to a skill level of 8. There is a real difference there between a skill level of 7 and 8. My view is that pretty much everyone who grew up in a society where the skill is regularly practiced will have absorbed a skill level of 7 through osmoses. Someone who has never touched a gun will have a skill of 7 just off what they’ve picked up through watching movies and television. Someone who’s never argued a case in front of a jury will have a skill of 7 from what they’ve picked up from… watching television and movies. And so on. It’s just so easy to get to a skill of 7, that I think we can treat everyone as having a skill level of 7 in every skill. Note that this is much more generous than the rules as written, which give 0-point characters skill defaults ranging from 4 to 6 (with the strange case of Brawling at skill 10). So I can see the argument for starting characters with skill levels of 7 instead. It’s just so easy to go from 7 to 8, and of so little consequence in most cases, and not worth even a character point, that I’ve decided to forego all the hassle and just start the characters with skill levels of 8 in all the skills. If the GM thinks you shouldn’t even have that high a level of a skill, they can toss a familiarity penalty at you. I think that’s the best way to handle that. If the GM looks at your backstory and determines that your character has literally never touched a gun in their life, they can give you a familiarity penalty to bring your skill level down to a 6 or 7 if they think that’s warranted.

Next up: the attributes. What happens with those? This is a doozy. I’m saving that topic for another post. Suffice it to say that there isn’t much left of IQ and DX once you start trying to price them without their bonuses to skills. All in good time.

What else? How about an example. We’ll go with… hmm… what’s a common genre? Medical mystery? Situation comedy? How about… medieval fantasy? That work?

As I said earlier, I designed these rules with my skill list house rules in mind, so that’s how I’m presenting them here.

These prices are only meant to function as an example of what can be done with this skill pricing system, though I think there are certain guidelines we can follow toward good skill prices. I think the best skills should generally cost three or four points per level. Four points per level is what GURPS charges for all the skills already, and it’s often a good idea to spend a good many points raising one of the better skills. For instance, you don’t feel as though you’re being ripped off when you spend forty points on your swordsman’s sword skill. On the other end of the spectrum, we have the worst skills. These are the skills that have no adventuring value whatsoever. These are the skills that are of little use to characters who seek out and find uses for them. Games is a good example of a skill such as this. Regardless of how good your character is at playing chess, it’s not going to help that character accomplish goals in most games. It would take a game specifically tailored around playing chess to make the skill any good at all. Even in that sort of game, chess might be worth three or even four points per level, but other games, like go and backgammon, are still worthless.

So that gives us a pretty good guideline to work with, I think: the best skills are three or four points per level. The middle-of-the-road skills are two points per level. And the very worst skills are one point per level. That’s what I’ve gone with here:

 When looking at these prices, don’t forget that characters start off with a skill of 8. So the first level they purchase will raise their skill to 9, then 10, and so on.


Skill Name
Cost
Animals

Animal Handling†
   2
Fishing
   1


Art

Artist†
   1
Dancing
   1
Disguise†
   2
Erotic Art
   1
Musical Composition
   1
Musical Instrument†
   1
Performance
   1
Singing
   1
Writing
   1


Business

Accounting
   2
Administration
   2
Business †
   2


Combat

Melee Weapons †
   4
Shield
   4
Cloak
   2
Unarmed Striking
   3
Grappling
   3
Bow
   3
Sling
   2
Throwing
   2


Craft

Armoury†
   2
Butchering
   2
Carpentry
   2
Cartography
   2
Cooking
   2
Counterfeiting
   2
Engineering
   2
Farming
   2
Jeweler
   2
Leatherworking
   2
Machinist
   2
Masonry
   2
Mechanic†
   2
Prospecting
   2
Sewing
   2
Smith
   2


Gaming

Games†
   1
Hobby Skill†
   1
Sport†
   1


Influence

Deception
   3
Diplomacy
   3
Intimidation
   3
Oratory
   3
Savoir-Faire†
   3
Sex Appeal
   3


Intellectual

Architecture
   2
Astronomy
   2
Biology
   2
Chemistry
   2
Connoisseur
   2
Cryptography
   2
Expert Skill†
   2
Geography†
   2
Geology†
   2
Heraldry†
   2
History†
   2
Law
   2
Mathematics
   2
Meteorology†
   2
Pharmacy†
   2
Philosophy
   2
Physics†
   2
Physiology†
   2
Religious Ritual
   2
Research
   2
Theology†
   2


Medical

Diagnosis†
   2
Physician†
   2
Surgery†
   2


Military

Intelligence Analysis
   2
Battle Command
   2
War Planning†
   2


Movement

Acrobatics
   2
Climbing
   2
Escape
   2
Jumping
   2
Swimming
   2


Survival

Foraging
   1
Fire-Starting
   1
Knot-Tying
   1
Nativation†
   1
Tracking
   2


Vehicles

Crewman
   2
Marine Vessel
   2
Riding†
   2


Miscellaneous

Area Knowledge†
   2
Body Language
   2
Fast-Draw
   2
Holdout
   2
Lip Reading
   1
Lockpicking
   2
Teaching
   1
Theft
   2
Loading
   1



Now that we have the rules, let’s try a sample character. A quick fantasy background…

Our character is Gerald, a farmer-turned-mercenary who was drawn into a life of crime by one of his mercenary companions after the war. He now lives as a petty thief, pickpocket, and conman in the big city of Fantasiport.

So what I’ll do is look through the list of skills and jot down the ones I think I want to purchase for him. This would be much easier with a paper printout of the skill list with their detailed prices. I would need only make a mark next to each skill to indicate my desire to purchase that skill. Then I could later decide my skill level and write it down on the list. This way, I would be able to easily know my level in every skill with a mere glance at my sheet.

From his youth as a farmer I give him:
Animal Handling (Pigs)
Butchering
Farming
Area Knowledge (Homeland)


From his days as a mercenary, I give him:
Melee Weapon (Edged Weapons) - 4/level
Shield - 4/level

And from his recent time as a ne’er-do-well in the city he has:
Games (Dice)
Deception
Stealth
Area Knowledge (Fantasiport)
Theft

Now I need to decide on the skill level he has in these skills and how many points those are going to cost.

I decide on:


Animal Handling (Pigs)-9 [2]
Butchering-9 [2]
Farming-10 [2]
Area Knowledge (Homeland)-9 [2]

Melee Weapon (Edged Weapons)-11 [12]
Shield-10 [8]

Games (Dice)-9 [1]
Deception-11 [9]
Stealth-10 [6]
Area Knowledge (Fantasiport)-9 [2]
Theft-11 [6]

Bringing the total cost of his skills to 52.

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].

Sunday, October 26, 2014

Heather's Divine Favor Abilities

Minor Blessings

Final Rest
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 1 point.


Statistics: As per Divine Favor.


Holy Touch
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 2 points.


Statistics: As per Divine Favor.


Protection from Evil
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 3 points.


Statistics: As per Divine Favor.


Feed the Masses
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: As per Divine Favor.


Flesh Wounds
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: As per Divine Favor.


Combat Leader
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: Born War Leader 4 (PM, -10%) [18]


Divine Guidance
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 5 points.


Statistics: As per Divine Favor.


Spirit Weapon
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 5 points.


Statistics: As per Divine Favor.


Stoicism
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 5 points.


Statistics: As per Divine Favor.




Major Blessings


Alacritous Arm
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Extra Attack 1 (Extra-Attack, +20%; PM, -10%) [28]


Righteous Fury
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: As per Pyramid 3/36.


Lee's Fury
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Trained by a Master (PM, -10%) [27]


Protection from Evil (Enhanced)
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: As per Divine Favor.


Sense True Evil
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: As per Divine Favor.


Lay on Hands
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: As per Divine Favor.


Holy Glory
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: As per Divine Favor.


Guide My Hand
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: As per Pyramid 3/36.


Smite
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: As per Divine Favor.


See Evil
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points.


Statistics: As per Divine Favor.


Alacritous Arm
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points

Statistics: Extra Attack 2 (Multi-Strike, +20%; PM, -10%) [55]




Miraculous Power


Holy Fire
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 12 points.


Statistics: As per Pyramid 3/36.

Righteous Fury (Enhanced)
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 12 points.


Statistics: As per Pyramid 3/36.


Smite (Enhanced)
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 17 points.


Statistics: As per Divine Favor.


Holy Glory (Enhanced)
Learned Prerequisite: Divine Favor 12.
Learned Prayer Cost: 20 points.


Statistics: As per Divine Favor.


Lay on Hands (Enhanced)
Learned Prerequisite: Divine Favor 12.
Learned Prayer Cost: 22 points.


Statistics: As per Divine Favor.




World-Shaking Miracles


Holy Fire
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 23 points.


Statistics: As per Pyramid 3/36.


Holy Fire
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 25 points.


Statistics: As per Pyramid 3/36.


Resurrection
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 68 points.


Statistics: As per Divine Favor.

King Luther's Divine Favor Abilities

Minor Blessings

Confidence
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 3 points.


Statistics: As per Divine Favor.

Call It
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 4 points.


Statistics: Intuition (Must Flip A Coin, -20%; PM, -10%) [11].

Flesh Wounds
Learned Prerequisite: Divine Favor .
Learned Prayer Cost: 4 points.


Statistics: As per Divine Favor.

Luther's Own Luck
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 4 points.


Statistics: Luck (PM, -10%) [14].

Right Place, Right Time
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 4 points.


Statistics: Serendipity 1 (PM, -10%) [14].

Divine Guidance
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 5 points.


Statistics: As per Divine Favor.

Beginner's Luck
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 6 points.


Statistics: Wild Talent (PM, -10%) [18].

King Me
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 6 points.


Statistics: Games Talent 4 (PM, -10%) [18].

Did You Hear That?
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 7 points.


Statistics: Danger Sense (Reliable +10, +50%; PM, -10%) [21].



Major Blessings

Luther's Not Playing Around
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Extraordinary Luck (PM, -10%) [27].

Gotcha!
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Detect (Cheaters; Reflexive, +40%; Reliable +10, +50%; Cosmic, no die roll required, +100%; PM, -10%) [28].

Whoa! Don't Breathe This!
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Detect (Curses; Reflexive, +40%; Reliable +10, +50%; Cosmic, no die roll required, +100%; PM, -10%) [28].

Just What I Needed!
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Serendipity (Wishing, +100%; PM, -10%) [29].

They Went Thatta Way!
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points.


Statistics: Intuition (Cosmic, no die roll required, +100%; Inspired, +100%; PM, -10%; Reliable, +10, +50%) [51].


Luther's Gone Too Far!
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points.


Statistics: Ridiculous Luck (PM, -10%) [54].

Miraculous Power



Whoops!
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 15 points.


Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Irresistible Attack, +300%; Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Malediction 1, +100%; No Signature, +20%; PM, -10%) [75].

Afflicts the subject with the Cursed disadvantage until it succeeds on a notable success.

Luther, Seriously, Cut It Out
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 18 points.


Statistics: Super Luck (PM, -10%) [90].

World-Shaping Miracles



Y'all Done Messed Up
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 26 points.


Statistics: Affliction 1 (Will; Area Effect, 1024 yards, +500%; Based on Will, +20%; Cosmic, Irresistible Attack, +300%; Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; PM, -10%) [130].

Afflicts the subject with the Cursed disadvantage until it succeeds on a notable success.

Missed Me!
Learned Prerequisite: Divine Favor 14.
Learned Prayer Cost: 27 points.


Statistics: Defense Bonus 5 (PM, -10%) [135]

Luther, What Are You Thinking?!
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 39 points.


Statistics: Super Luck (Alter Reality, +75%; Wishing, +100%; Maximum Duration, 5d seconds, -75%; PM, -10%) [195].