About: WM/Magic & Casting House Rules   Sponge Permalink

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Regardless of skill, there is no reduction of energy cost, and the default casting ritual requires spoken words and gestures with at least 1 hand. Any changes to ritual or energy provide a modifier to skill. Effective casting time is not automatically halved at high skill levels. Example: Lenia wants to cast Hawk Flight. Her base skill in the spell is 17; she can accrue up to 7 points in penalties from reduced time or rituals, but no more, regardless of bonuses from other sources. In this case, she decides to halve the casting time and roll at skill 12.

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  • WM/Magic & Casting House Rules
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  • Regardless of skill, there is no reduction of energy cost, and the default casting ritual requires spoken words and gestures with at least 1 hand. Any changes to ritual or energy provide a modifier to skill. Effective casting time is not automatically halved at high skill levels. Example: Lenia wants to cast Hawk Flight. Her base skill in the spell is 17; she can accrue up to 7 points in penalties from reduced time or rituals, but no more, regardless of bonuses from other sources. In this case, she decides to halve the casting time and roll at skill 12.
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  • Regardless of skill, there is no reduction of energy cost, and the default casting ritual requires spoken words and gestures with at least 1 hand. Any changes to ritual or energy provide a modifier to skill. Effective casting time is not automatically halved at high skill levels. Penalties for reduced ritual requirements or casting times cannot lower base casting skill below 10. Blocking spells cannot gain bonuses from extra time or from more elaborate rituals; as instant acts of will, they are already cast 'no gestures' and 'no words' at no penalty. Some other spells specify that they can be cast without gestures (particularly the 'breath of' spells); these also do not accrue a penalty. Example: Lenia wants to cast Hawk Flight. Her base skill in the spell is 17; she can accrue up to 7 points in penalties from reduced time or rituals, but no more, regardless of bonuses from other sources. In this case, she decides to halve the casting time and roll at skill 12. Casting Time * +2 to effective skill for taking twice base casting time in an emergency * +3 to effective skill for taking ten times base casting time in an emergency * +2 to effective skill for taking ten times base casting time when not in an emergency * -5 to effective skill for each halving the effective casting time. Ritual Gestures Spellcasters making Elaborate or Sweeping gestures can have a ritual item (wand, staff, rod, crystal ball, holy symbol, censor, tome, fetish, etc) in one hand and still have the hand considered "free." The other hand must be empty. Holding a staff in a single hand prevents two-handed parries while the caster is taking the Concentrate maneuver. * Elaborate Gestures: +2 to effective skill. Observers get +2 to any rolls to identify the spell being cast; the caster has an additional -4 on Will rolls to maintain concentration if interrupted. This requires both arms, both hands, and both legs to be free. The caster must be standing and have the space to move a yard in all directions. * Sweeping Gestures: +1 to effective skill. Observers get +1 to any rolls to identify the spell being cast; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. This requires both arms and both hands free. The caster must be standing or sitting. * Firm Gestures: This is the standard. It requires at least one hand free. The caster cannot be prone. * Subtle Gestures: -1 to effective skill. Observers get -2 to any rolls to identify the spell being cast or to notice that a spell is being cast at all; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. This requires one hand or both legs free. If both legs are free, the caster must have space to move a yard in all directions. * No Gestures: -2 to effective skill. Observers get -4 to any rolls to identify the spell being cast or notice that a spell is being cast at all (and if combined with No Words, may not roll!). The caster has an additional -4 on Will rolls to maintain concentration if interrupted. Casting Volume * Shouted Words: +2 to effective skill, or +1 with Sweeping or Elaborate Gestures. Observers get +2 to any rolls to identify the spell being cast; the caster has an additional -4 on Will rolls to maintain concentration if interrupted. * Loud Words: +1 to effective skill. Observers get +1 to any rolls to identify the spell being cast; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. * Spoken Words: This is the standard. * Whispered Words: -1 to effective skill. Observers get -2 to any rolls to identify the spell being cast or to notice that a spell is being cast at all; the caster has an additional -2 on Will rolls to maintain concentration if interrupted. * No Words: -2 to effective skill, or -3 with No Gestures. Observers get -4 to rolls to identify the spell being cast or notice that a spell is being cast at all (and, if combined with No Gestures, may not roll!). The caster has an additional -4 on Will rolls to maintain concentration if interrupted. Most casting in combat is assumed to Subtle Gestures (to allow two-handed weapon use) and Shouted Words, for a net +1. A caster who is Grappled may cast using no Words and No Gestures for a total penalty of -5. If the caster is Pinned, there is an additional -4 penalty, for a total -9 to spell casting attempts.
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