One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…

One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…

One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting moves I was happy with. It’s been a big hit with early playtesters, but I’d love to hear feedback from the community.

Thanks in advance!

The baseline requirements for casting a hermetic spell are:

– About 10 seconds of clearly enunciated arcane words and gestures.

– A single target.

– The target must be clearly visible.

– The target must be within the distance the caster’s voice could carry (about 50 paces).

– The duration must be momentary or concentration.

Spontaneous Magic

When you spontaneously create a significant magical effect, build the spell using the process described in Crafting a Spell, then roll+Technique. On a 10+ the spell works exactly as you described. On a 7-9 the spell works but you must choose a mishap from the list below. The GM will interpret how the mishap manifests. On a 6- you lose control of the magic.

– The effect is weakened.

– You suffer strain (in addition to any you may have accepted in the casting).

– The magic draws immediate, unwelcome attention.

– The spell has a problematic side effect.

– You lose concentration on other spells you are currently sustaining (you can’t choose this if you aren’t concentrating on any spells).

– You gain +1 Warping.

Crafting a Spell

Begin by describing your intent and agreeing with the GM about the Technique and Form involved.

For each point of mastery in the spell’s Form you may make one choice from the list when you build your spell (each point of strain you accept allows you to make an additional choice). A – 1 score in a Form means you must accept 1 strain to cast the spell (and you may accept further strain to make further choices).

Far – the spell can affect any target the caster can see.

Area – the spell can affect an area rather than a single target. Once = an entire group or everything in a room; Twice = everything within a defined structure.

Precise – the spell can be precisely controlled. This could be a small part of the target or select individuals within a group. May also apply if you are using Creo to conjure something or Rego to move something and you want to hit a target that is moving quickly or erratically.

Persistent – the spell will persist for a while without requiring concentration. Once = 2 minutes; Twice = until the next sunrise or sunset (which ever comes first); Thrice = until both the new and full moons have set.

Still – you can cast the spell without making obvious gestures.

Silent – you can cast the spell without needing to speak in a clear, loud voice.

Quick – you can cast the spell very quickly. When multiple magi cast spells at once, the spell with the most quick tags goes first.

Penetrating – the spell will penetrate the target’s magic resistance. Powerful targets may have layers of magic resistance.

Resilient – the spell is resistant to countermagic. Multiple applications make the spell progressively more difficult to dispel.

Devastating – the spell will inflict terrible harm.

14 thoughts on “One of the key pieces of my current revision of Wizard World (my Ars Magica hack) was arriving at some spellcasting…”

  1. So if I’m understanding this right, levels in a Form help you make more complex spells and levels in a Technique help you actually create the spell? Sounds like an interesting way of collapsing down the number of stats you need to actually roll if so! Out of interest, how are you determining what magnitude of effect people can do (as in the base spell level in ArsM before you start adding range, duration etc factors)?

  2. James Iles yep, you’ve got it. Technique score adds to the roll and Form score lets you choose additional tags as you build the spell.

    Current version deliberately ignores magnitudes and base levels. After a few design iterations and some testing I found that embracing the “view everything through crosshairs” principle (or its Mythic Europe equivalent “think dangerous”) eliminates the need for additional mechanical limits on character power.

  3. Huh fair enough – so it’d be fair to say you’re more interested in the consequences of magic than surmounting barriers to casting it? I can see that approach working – looking forward to seeing more of the game 🙂

  4. Yep, that’s exactly it. From my (perhaps too pretentious) intro:

    “…while Ars Magica is a game about magic and how difficult it can be to wield it, Wizard World is a game about power and how difficult it can be to wield it. The distinction may not always be obvious, but it informed many of the design decisions.”

  5. Eadwin Tomlinson I’ll add you to my list! Current playtesting is mostly with my local groups but I’ll be doing a round or two of online as well in the fairly near future.

  6. Tommy Rayburn I think you’re referring to the baseline requirements? If so, I wanted to keep the baseline this way because it matches up well with the guidelines for hermetic magic in Ars Magica. At the same time, you can break all five requirements by making choices from the Form list through a high enough score in the Form or by accepting Strain.

    Any particular reason you prefer penalties to the roll over accepting consequences?

Comments are closed.