If you are familiar with the Slayers then you will realize that it is a setting that features outrageously powerful magic. But it is also fairly comedic. The information below is very bare bones and very much a work in progress. Please feel free to offer input and criticism.
These conversions are based on the formulas given in Reality Storm. I have looked over the BESM write-up of the spell and the Slayers d20 write-up as well. In many cases the text description of the spell is at odds with the conversion formulas, in these instances I applied what little common sense I had to try and make it workable. Many of these spells are variable in power, weaker or stronger versions are possible. The versions given here are as strong as the examples given in the source materials.
About Skill Rolls: In my own fantasy world (if I ever ran one) spells for this setting would be based purely on skills. In other words you wouldn't have to pay character points for the spells, you'd only have to buy the skill. In order to cast a Shamanist spell you would need the Power Skill “Shamanist Magic.” To cast a spell you take a –1 penalty to your casting per 10 active points in the spell but you reduce the penalty by one for each -1/4 worth of limitations on the spell. There are three branches of magic: Shamanist, Sorcery and White Magic. In order to cast any spell you must have the proper Power Skill and they cannot be used at a penalty to cast any other magic. However there is no restriction to keep you from buying two, or all three, skills.
The Spell limitation in this case means that you can only cast a spell if you have learned it somewhere. You cannot simply cast a fireball spell upon acquiring the Sorcery Skill. You need the skill and you need to have learned the spell. The GM might let you start the game with some previously learned spells but acquiring the spells through role-play can be very rewarding as well. How long it takes to learn a spell is up to your gaming group to decide. In the Slayers stories some of the characters pick up new spells simply by seeing someone else cast them a time or two. If you want your character to be able to figure out spells like this then Analyze Magic Skill is probably the best way to model it. The tried and true method of finding someone to teach you a spell, or finding a spell book, are probably the most common method of expanding a character’s spell arsenal.
It should also be noted that throughout the stories characters often improvise with spells that they know well. They add certain special effects (for instance an Elmekia Lance spell with an Area Effect Explosion). Such modification of spells could be handled in two different ways: (1) Increase the Skill Roll penalty by one per +1/4 Advantage or, (2) base the new penalty on the new Active Point cost. Personally I’d probably tack on an additional one or two point of penalty to reflect the unorthodox nature of such a casting. The additional penalty could be eliminated once the character became used to their new version of the spell.
Incantations and Gestures seem to be something that are required for just about any spells. Gestures may be something that can be skipped for certain spells (GMs call) but Incantations seem to be universally required for all spells.
Many of the spells below can be cast in stronger or weaker forms. The DC of the attack can be boosted or decreased. In most cases you should allow a character to no more than double the DC of an attack. Remember that the active point cost, END cost and Skill Roll penalty will all increase. You should never let an obviously weak spell be boosted up to the point that it can compete with a Dragon Slave or other truly powerful spell.
Just as spells can have advantages added to boost their effect (at the cost of a greater Skill Roll penalty), many spells can be made easier by the addition of more limitations. Longer casting time and concentration are ones that seem to be used often. Most of the time when a spell is cast only the name of the spell needs to be spoken to fulfill the incantation requirement but some spells have longer, optional, incantations. When I know the longer incantation, I will include it with the spell description. Using the full incantation seems to be a big help. My suggestion is that when a character uses the full incantation they be given an additional +2 bonus to their Skill Roll. (Optionally if the player recites the incantation, in character, at the gaming table give them a +3 bonus).
I will be working through the spell list in alphabetical order. The first four are below. As I get more spells done I will post them in this thread. Eventually I will get bored of this, or I will finish the list.
Aqua Create
Major Transform 3 1/2d6 (Earth to Water, evaporation) (55 Active Points); Spell (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Range (16"; -1/4)
Common, Shamanist [Water]. Skill Roll -0.
This spells causes a jet of water to rise from the ground at the target point. Anything at the target point becomes immediately soaked. Since this will generally convert a hex of dirt into water, creatures who wish to avoid getting wet must Dive For Cover to avoid the column of water. Once called into being, the water will remain after the spell has ended. Once the water evaporates it returns to earth as a fine dust which is normally indiscernible from normally occurring dust.
Assha Dist:
(Total: 110 Active Cost, 32 Real Cost) Drain BODY 6d6, Limited Range 16" (+1/4), Affects Desolidified (+1/2) (105 Active Points); Limited Power Only Works On The Undead (-1 1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 30) plus Change Environment Light 1" radius (5 Active Points); Spell (-1/2), Instant (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)
White[Good, Light]. Skill Roll -2.
This spell causes the target to be engulfed in a divine light the flash of light only provides illumination for a Phase at most and is harmless to non-undead creatures. However the light is extremely painful to unnatural creatures such as undead. Any undead creature targeted by the spell will be destroyed by the divine energy of the spell. This spell can be increased to a maximum of 10d6 of Drain.
Using the conversions from BESM it says that this spell should attack the EGO instead of the BODY, however the description makes it pretty clear that undead take physical damage from it and can be destroyed so I made it a BODY drain instead.
Astral Break:
Drain BODY 7d6, Affects Desolidified Any form of Desolidification (+1/2) (105 Active Points); Limited Power Only Works On Creatures Susceptible To Astral Attacks (-1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4)
Shaminsit [Astral]. Skill Roll -2.
This spell summons a swirling ball of astral power that hurdles towards the target. If the creature is susceptible to astral attacks then great damage can be inflicted.
Another spell that Reality Storm says should attack the EGO, but since it has to potential to seriously harm and/or kill I made it into a BODY drain as well.
Astral Vine
(Total: 221 Active Cost, 75 Real Cost) HKA 2 1/2d6, Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (x2; +1) (110 Active Points); OAF (Weapon; -1), Spell (-1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 37) plus FF (18 PD/18 ED/12 Mental Defense/6 Flash Defense: Hearing Group/6 Flash Defense: Sight Group) (Protect Carried Items), Hardened (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, ; +1/4) (105 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 35) plus Endurance Reserve (63 END, 0 REC) Reserve: (6 Active Points); OAF (Weapon; -1), Spell (-1/2), Gestures (-1/4), Incantations (-1/4); REC: (0 Active Points) (Real Cost: 3)
Shamanist [Astral]. Skill Roll -12.
This spell enhances a melee weapon making it almost as powerful as the legendary Sword of Light. A weapon thus empowered becomes an enchanted weapon capable of harming Mazoku and desolid creatures. In addition the weapon can be used to intercept and render harmless spells targeted at the caster. The spell is a tricky and difficult one to cast but fortunately it is normally cast out of combat when the caster can spend extra time and concentrate without too much risk, thus making the Skill Roll much easier.
When the spell is cast the caster feeds END into the END reserve of the spell. As the weapon is used in combat this END will be used until the END reserve is exhausted. If the END reserve becomes exhausted the spell ends and must be recast. However before the spell ends the caster can spend an attack action to feed more END into the reserve. Such END must come from the casters own END reserve.
The empowered weapon will only use as much END as is required generally this means the full 11 END cost with attacks (unless the user chooses to inflict a lesser amount of damage) and the Force Field will only use 1 point of END per 5 active points of attack that it protects against (or its maximum of 10 END whichever is less). However the END will be used per attack intercepted so a volley of multiple spells can rapidly drain the END from the weapon.
This was a very tricky write-up. I could have made the spell intercept ability a missile deflection or a force wall. In the end I went with the force field since it seemed to work best as I picture the spell. As long as the weapon user is aware of the attack and interposes the weapon between himself and the attacker it will intercept the harmful spell.
This also forces me to introduce some sort of END reserve rules for the setting. In my opinion spell casters should be allowed to buy personal END reserves to power their spells. I think that the GM should allow pretty liberal END amounts and/or REC for that END reserve. My own idea would be END Reserves with as much as a 10:1 ratio or as little as a 5:1 ratio. Characters in the Slayers get exhausted in spell combat but it seems to take a effort to exhaust them and they seem to recover pretty quickly.
EDIT: I am building these into a HDv3 Prefab as I go along. Once there are enough spells to make it worth while I will post the prefab.




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I got a long way to go. I wonder if I will get done, get bored or get discouraged first?



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