Magic Levels
Okay. Let's try and form some general guidelines.
Trivial (diff 10, 0 MP*): Stuff too weak and unimportant to even merit being called a "Minor" spell. Can do at most 1d6 points of damage to a single target or grant a +1/-1 to a single roll. Range is generally only 3 paces. Anything created is ephemeral and vanishes at the end of the round. So easily resisted that that the average person will usually get at least a Success and might get a Critical Success.
Minor (diff 15, 1 MP): Spells that invoke or influence the Domain in minor ways. Can do at most 2d6 damage to a single target or grant a temporary +1/-1 to certain rolls. Range is up to 10 paces. Created things only last for the scene. The typical person successfully resists it about 50% of the time.
Moderate (diff 20, 3 MP):
Hmph. This isn't working for me. I can't decide what each power level should do because I haven't got any idea what I want them to be able to do. Let's step back a bit.
Elemental Fire
- Minor spells of Elemental Fire can create and extinguish small flames at close range.
- Major spells can shape and control existing fires or create/extinguish large fires at long range. They can protect people or things against burning.
- Dramatic spells can set fire to things that don't burn or create fires that don't consume (or otherwise violate the nature of what fire is). They can also perform Major effects indirectly.
- Legendary spells can produce lesser effects over a huge area, such as making a cloud rain fire or burning every person in an army to ash.
Elemental Air
- Minor spells of Elemental Air can control small breezes and predict the weather.
- Major spells can create gases of various sorts, including opaque fogs and toxic clouds. They can create powerful gales for a brief period. They can produce winds strong enough to lift the caster aloft or knock other people down.
- Dramatic spells can control the wind for an indefinite period, including producing winds strong enough to propel someone through the air at great speed. It can create, worsen or repel wind-based weather effects like hurricanes.
- Legendary spells can destroy all of the air in a large area or simply render it unbreathable to his enemies. It can change the air currents of a realm permanently or create a huge, unnaturally powerful storm.
Natural Order
- Minor spells of the Natural Order can call animals, bless plants and fortell the weather.
- Major spells can command animals, make plants grow and make minor localized weather effects like fog or sudden breezes. They can also transform the caster into an animal temporarily.
- Dramatic spells can change the weather in major ways, call down lightning on foes, animate plants or create localized natural disasters like earthquakes or floods. It can also transform a person into a plant or animal temporarily.
- Legendary spells can create huge natural disasters, change the weather permanently, or turn people into plants or animals permanently.
Posted by Kiz at January 12, 2005 11:38 PM