We first looked at classic magic about a year ago: discrete spells with specific results, as opposed to the game master- and player-interpreted rules that most of USR uses. Fantasy gaming has been using huge spell lists for decades; there’s no reason to stop doing it now. I created just a handful of spells in that first post. This time around, we’ll make the list bigger. Our guidelines are simple:
- Any spellcaster can use any spell — there’s no divine vs. arcane magic, for example.
- There’s no “spell level,” so even an apprentice can summon a mighty elemental force… or at least he can try. A high Target Number is probably in order in that case. Also, spells are measured by the number of hit points they cost the spellcaster whenever the spell is cast. A wizard can have a few very powerful spells, but he won’t be able to cast them often!
- You can cast spells as often as you like, but you have to spend the listed hit point(s) first. Casting a spell counts as your action for a turn, or is considered part of your attack action — for example, Magical Missile is an attack by itself, but casting Entangling Vines adds to an attack roll using the Wits stat. Don’t forget that Specialisms (like Wizard or Fire Magic) apply to these Wits and other stat rolls also, above and beyond what a spell offers.
- A spellcaster at level 1 starts with two spells, and adds one more at each level. Domino Writing-style USR goes to level 5, so a fifth-level sorcerer can cast six spells — enough for variety, not enough to require you to spend a half-hour writing spell text on your character sheet.
To create a new spell, just decide on its hit point cost: a good measure is a cost of 3 hit points per die of effect. The exact details of the spell are up to the player and the game master to work out, provided it helps tell a better story.
As with all USR rules, it’s easy to add options to make the game the way you want it. Maybe each spellcaster has a signature spell that doesn’t cost as many hit points, spellcasters have a “mana pool” to cast spells from instead, or spells need to have subtle effects, and loud, flashy spells attract unwanted attention.
So, let’s mix all our spells together (the old and the new), grouped by Hit Point cost.
1 Hit Point cost
Detect Magic: All magical objects and creatures in an area the size of an average room glow a faint light blue for the next few moments, long enough for you to discern where they are.
Enhance: This spell boosts other die rolls. It costs 1 hit point to cast. Each additional hit point spent on the spell provides +1 to any one die roll, for the spellcaster or anyone else he chooses.
Light: The spellcaster touches an object and for the next hour, the object glows like a lantern. It can only be “turned off” by the spellcaster.
Magic Blast: Choose one enemy and make a Wits roll, opposed by an Action roll; on a successful attack, the enemy suffers 1d3 damage.
Prestidigitation: A small, harmless, obviously magical effect takes place, like flowers appearing from nowhere, or a room tidying itself up.
2 Hit Point cost
Charm: For the next hour, the spellcaster or one ally adds +1d6 to all Ego rolls when positively interacting with others (when trying to request help, or to calm them down, but not to intimidate or confuse them, for example).
Confusion: Make a Wits +2 roll, opposed by your target’s Wits roll; on a success, your target loses his or her next turn, trying to figure out what’s happening to him or her. He or she can still make rolls to defend against attacks, but can’t apply Specialisms (armor bonuses will still apply).
Magical Missile: 1 automatic damage to an enemy you can see. This damage cannot be avoided in any way, except by a more powerful magical defense.
3 Hit Point cost
Cure Light Wounds: +1d6 hit points to yourself or another individual.
Entangling Vines: Choose one enemy and make a Wits +2 roll, opposed by the enemy’s Action roll; on a successful attack, that enemy cannot move for the rest of the combat encounter, unless it uses its entire movement and action on a turn to free itself.
Shape Change: You magically shift your body, clothing, and possessions to appear like someone else of roughly the same shape and size. You add +3 to any Wits roll if you need to convince someone else you are who you are pretending to be. The basic spell lets a human change into an elf or halfling. For 4 hit points, you can look like a specific individual whose appearance you are familiar with, like a famous person. For 6 hit points, you can look like a creature of a different size or shape, from a mosquito to a dragon.
4 Hit Point cost
Lightning Bolt: Choose one enemy and make a Wits +1 roll, opposed by an Action roll; on a successful attack, the enemy suffers 1d6 damage.
Magical Sheld: For the remainder of the current combat encounter, add +1d6 to your defensive rolls (roll this die along with the stat die you roll to defend against the attack). On a die result of 6, the shield instantly fades and does not provide any more defensive bonus.
5 Hit Point cost
Summon Creature: Make a Wits roll, with a Target Number depending on the type of creature you want to summon (a wolf is 4, a barbarian warrior is 7, a demon is 14). It is called to you and will help you however it can for the next hour/combat encounter.
Teleport: One creature or object is instantly moved from its current location to somewhere else within eyesight of the spellcaster.
6 Hit Point cost
Cure Heavy Wounds: +2d6 hit points to yourself or another individual.
Fireball: Choose one enemy and make a Wits +3 roll, opposed by an Action roll; on a successful attack, the enemy suffers 2d6 damage.