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Introduction
Vade Mecu o Magic akes the erect coanion to theagic syste resented in the D6 Adventure Rulebook or the
D6 Fantasy Rulebook.We give you exlanations, clarications,additonal guidelines, and ore than XX new sells.
So, i you just havent had the chance to ick u the D6
Adventure Rulebook or D6 Fantasy Rulebook, can you still getsoething out o this book? Absolutely! Weve included a
coule o new, sile agic systes thatre coatible withthe ull-blown version. We also give you inoration about
the skills, so you can use the sells right out o this book.Need ore sells? Check out the D6 Bloodshadows world-
book! In it, youll nd ore than 60 sells, lus an extendedsell ailure chart, otions and other agical ites, and newhorror-insired secies ackages.
I you eel like trying your hand at aking sells but dontwant to nuber crunch, West End Gaes oers a basic
sell designer on its Web site (www.westendgaes.co/d6/akesell.htl). Use it a ew ties to hel you understand
how the ull agic syste works.
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IntroductionTis chater takes a closer look at ost o the sell creation
asects, clariying uzzy oints or exanding on otions.
Area EffectTe one alternate shae odier allows the agic user
to include two ossible shaes during the during the design
o the sell. At casting, the sell user decides which shae isore aroriate. Several alternate shaes is a ore general
version o the one alternate shae odier.Te targeting bonus or three-diensional shaes can onlybe used against the riary target o the sell.
Area Effect: Continuous EffectSoe sell eects are so sall that reducing their values
by 1 as the sell radiates ro the center would renderthe useless. In these cases, the eect retains its total value
throughout the targeted region at no additional cost.But what haens when a caster wants a larger value to
be continuous over an area? Tis technically alls under thedoain o the ultile targets asect. Gaeasters aychoose to allow ages to use area eect; however, the total
value o the asect is ultilied by 5 and the caster does notget the targeting bonus or three-diensional shaes.
Area Effect: Divination Altough a little knowledge can be a dangerous thing,
divination sells can get rather costly or the seeingly littlethat they do. o this end, divination sells have their own
cost or the area eect asect: Look u the radius o thearea o eect as a easure on the Sell Measures chart;double its corresonding value to get the value o the area
o eect: divination circle asect. rile the Sell Measuresvalue or three-diensional areas. A divination circle with
a one-eter radius costs one, while a divination shere othe sae size is two.
Example:A sell that searches a 10-kiloeter-wide area atground level has an area o eect: divination circle value o 40,
while a 10-kiloeter divination shere has a value o 60.
A caster can use the divination area o eect to search
or ultile targets with no additional diculty. However,the caster does not receive the area o eect bonus to targetthe sell.
o nd soething that the caster cant see, add the vari-able oveent: bending asect to the sell. When added to
divination sells, it does not increase the diculty o locatingthe target.
Note that divination sells with a range and no area o eectrovide inoration about the rst thing that it encounters
that eets the criteria o the sell. Te caster can only look inone direction er casting o the sell, regardless o the sells
duration, unless she includes the change target asect.
Area Effect: Odd ShapesA shere ight not always be the best shae or a sells
eect. Te easureents or each o the ollowing shaesis roughly equivalent to a circle or shere with a one-eter
radius. Te orula or detering a two-diensional shaesarea or a three-diensional shaes volue is included, or
those designers who want a ore recise conversion rothe deault shae.
Default ShapesCircle: +1 er hal-eter radius. (Area equals radius
squared ties i.)
Sphere: +5 er eter radius, with a +1 bonus to hit theinitial target. (Volue equals radius cubed ties i ties 4
divided by 3.)
Odd ShapesWall: +1 or the rst eter o length and width and +1 er
each additional two eters (total) o length and/or width.
Example:A wall two eters tall and two eters wide (aboutthe size o a standard set o double doors) has a value o +2,while a shield one eter wide and one eter tall has a cost
o +1. A wall can be any length or height, but it is considereda two-diensional shae and thus always only a ew centi-
eters thick. (Area equals length ties width.)Blast: +1 or the rst eter o length and nal width and
+1 er each additional two eters (total) o length and/or
width. A blast is one eter wide at its base, a ew centietersthick, and extends out ro the caster. It catches everyone in
its ath, even those behind the rst target. It is considered atwo-diensional shae. Example:A blast three eters longwith a terinating width o one eter costs +2, as does acone thats one eter long and three eters at its end. (Area
equals 1 lus the ending width, with the result ultiliedby hal o the length.)
Hemisphere:+5 er eter radius, with a +1 bonus to hitthe central target. Tis is a three-diensional shae. (Volueequals 2 ties i ties radius cubed divided by 3.)
Expanding and
Restricting the Aspects
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Cone: +5 or a basic cone two eters long and a base witha one-eter radius and +1 or each additional hal eter olength or eter o base radius. A cone is no ore than a
ew centieters wide at its ti, and it extends out ro thecaster. Tis is a three-diensional shae. Exale: A cone
thats three eters long with a base two eters wide (radiuso one eter) has a cost o +7. (Volue equals i ties heightties the radius o the base squared divided by 3.)
Cuboid:Tis is a three-diensional shae. (Volue equalslength ties width ties height.)
Cylinder: Tis is a three-diensional shae. (Volueequals radius o an end squared ties length ties i.)
Pyramid:When used a rojection, the yraid is no orethan ew centieters wide at its ti, and it extends out rothe caster. Tis is a three-diensional shae. (Volue equals
width o base ties length o base ties height.)
(((sidebar)))
Your Own Expansions andRestrictions
Tis section exounds on any asects o the
sell design syste, but it doesnt cover everything.Gaeasters should add their own restrictions and
usage notes to t their concet o agic and its lacein their worlds.
(((sidebar)))
Casting TimeA sell that takes ve seconds or longer to cast will go o
at the beginning o the round ater the end o the castingtie.
Usually, a character ay not cast two sells at the sae
tie esecially i either one has a concentration asect.But, hey, there just ight be soe brilliant wizard who should
have no roble with ulti-tasking. Not only should thissort o wizard have his ental attributes at 4D or higher
(odied or unodied), he should also get a ulti-actionodier to his skill rolls when casting the sells.
Siilarly, gaeasters ay decide that agic users setting
o sells that take a round or longer to cast ay not erorany other actions unless the sells include no gestures, incan-
tations, or counity, nor take any concentration.For sells with casting ties o 3.5 seconds or less, the
gaeaster should allow other actions to be erored in thesae round. Te axiu nuber, though, deends on howlong the gaester eels the other desired actions take.
See the sidebar or guidelines on discharging sells withcasting ties o less than one round (ve seconds).
(((sidebar)))
How Many Spells Can I Cast in a
Round?Gaeasters who want to iose soe control on
how any tasks their characters can eror in a single
ve-second round should liit the nuber o actions to
ve. (O course, gaeasters ay wish to adjust thisliit or suer-seedy or suer-slow characters.)
As sells have casting ties associated with the,its easy to see that your character can only cra so
any castings into a single round. You can use theollowing orula or reerence the chart to gure outjust what you agic user can do.
Reeber that the ulti-action odier aectsevery action that the character takes in a single round.
I the character is casting sells and doing other actions,gure the enalty or each searately and add 1 to the
total enalty.
Example: Harold the Magic Student decides to casttwo one-second sells and get out coonents or alonger sell, which he intends to cast next round. Cast-ing two one-second sells has a enalty o -1D, while, i
he were to only retrieve the coonents, there wouldbe no enalty. Tereore, Harold has a total ulti-action
enalty or this round o -2D (1D or the sells + 0 or
the coonents + 1).Duration is not gured in when deciding how any
sells ay be cast each round.
See the secic rules or ulti-actions in each rule-book or ore details on ulti-action enalties.
Sell Multi-action Penalty (in dice) = otal Castingie (round down) - 1
Spells Modi-ertwo 1-second -1D
three 1-second -2Dour 1-second -3D
ve 1-second -4Dtwo 1.5-seconds -2D
three 1.5-seconds -3Dtwo 1.5-seconds and one 1-second -3Dtwo 1.5-seconds and two 1-second -4D
one 1.5-second and one 1-second -1Done 1.5-second and two 1-second -2D
one 1.5-second and three 1-second -3Dtwo 2.5-seconds -4D
one 2.5-second and one 1-second -2Done 2.5-second and one 1.5-second -3Done 3.5-second and one 1-second -3D
one 3.5 second and one 1.5-second -4D
(((end sidebar)))
Long Casting TimesSells that can be charged and have long casting ties
can be unbalancing to gaes i the gaeaster orgets thatthese are rie ties to ake the characters lie iserable.
Reeber that, should the sell be interruted, the agicuser has to start over. Worse, any coonents that aredestroyed either by the end o the casting tie or the end
o the duration are destroyed i anything goes wrong withnishing the sell.
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Change TargetIn a single round, a character can ake a axiu o
ve change targets lus one change target or each addi-
tional action she receives because o a Secial Ability, ieceo equient, or other siilarly benetting circustance.
Gaeasters should reduce the axiu accordingly basedon other actions the character erors in the round.
Charges: Basic & ImprovedTe duration o a charged sell doesnt start until the
sell goes o. Likewise, when setting o a charge, do not
consider the casting tie; it was taken care when the sellwas charged.
A charged sell does not necessarily need to also includethe ocus asect. However, i the charge releases a sell witha long duration, its wise to include the ocus asect i you
think that the target o the sells eect ight ove.According to the agic syste resented in the rulebook,
its rather easy to add charges to any sell. o kee chargedsells ro getting out o hand, include these caveats with
basic charges and wards:
u axiu o ve charges
u released at a rate o one er roundu wear o ater 24 hours
For iroved charges and wards, the diculty equals 5
ties the nuber o charges that the character wishes toinclude. (Wards still equal 10% ore.) Tough theyre ore
dicult to cast, iroved charges dont wear o. Tey aybe used as oten as desired er round, as long as the nuber
o uses doesnt exceed the nuber o charges the sell has.Tus, a sell with three charges ay be used once in each o
three rounds, three ties in one round, or soe cobina-
tion. Using ultile charges in a single round is considereda ulti-action.
No target (erson or thing that is charged) ay be ibuedwith ore than one set o charges o a single sell (though
they ight hold charges o dierent sells). Tis holds orboth basic and iroved charges.
Charges, whether basic or iroved, require a consciouseort (and thus an action) to go o, even i they dont requireany kind o roll. Wards trigger theselves, so they dont take
u a characters action.Generally, charged ites are within a eter o the caster
or the target o the charged sells eect is within one etero where the charge goes o. I this is not the case, the sell
designer should include two ranges and two seeds oneto indicate the distance between the caster and the charge,and one to exress the distance between the charged sells
eect and the target.Te user o a charged doesnt need to worry about these
asects o the sell, because the caster took care o the inthe initial erorance o the sell: casting tie, counity,
concentration, coonents, eedback, gestures, incantations,and other conditions requiring the caster to do soething.Te charge user, however, is bound by other asects o the
sell (including anything that require the releaser to do
soething), as well as the sells targeting or use skill.
WardsFailing a wards circuvention roll triggers the sell. Addi-
tionally, i the sell requires a key word or hrase to set it
o, it becoes a ward rather charge. Required targeting rolls(such as attack rolls) do not count as a secic skill required
to circuvent the ward, even i a successul targeting roll iswhat triggers the ward.
I the ward is circuvented, it does not go o and the
charge does not dissiate (unless its a basic charge thatscoe to the end o its 24 hours o existence).
Realize that a sell with one warded charge aects therst erson who ails the circuvention roll. Ater that, the
sell disaears. o have charged sells rey uon ore thaninnocent victi, either include ultile charges, ultile
targets, or the area eect asect.
Charges, Memorizing Spells, and
Scribing SpellsGaeasters can use charges to siulate eorized
sells or sells that go o when anyone reads the o ascroll or out o a book.
o eorize a sell, the agic user decides how any ties
she wants to have the sell handy, ultilies this nuberby 2.5, rounds u the value, and adds it to the diculty o
the sell in question.
Example: Harold the Magic Student decides to eorizemystic bolt three ties. Te odier to eorize the sellis +8 (3 ties 2.5, rounded u). Te nal diculty o casting
three eorized charges omystic bolt is 18.
Te agic user ay only eorize sells or hersel; sheay not ut these kinds o charges on soeone else unlessshe rst creates a new sell.
Te D6 Fantasy Rulebook oers a detailed ethod or
designing scrivened sells (see the sidebar on age 99). Tissiler version doesnt require any rearation or secial
coonents, it can be used by the erson who sets downthe sell, and it lasts indenitely:
Te scribe decides on the nuber o ties the sell can beread beore the agic runs out o it, ultilies this nuberby 3, and adds that to the diculty o casting the sell. Te
sell will then be released each tie that anyone with thearoriate skill reads the sell.
CommunityA sile action alost never has a diculty, even i the
Nuber o Helers chart indicates a odier. O course, thegaeaster has the nal say on what constitutes a sileaction, and ay even decide that a sile action done ree-
tively can becoe tedious, which leads to the ossiblility oerror. In these cases, a diculty o 5 lus the counitys
dictuly odier is aroriate.
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A nuber o helers eroring dierent actions with the
sae diculty level should be counted as a single grou oruroses o deterining the counity odier.
Helpers Magical AbilityTe level o the helers agical ability can also aect the
counity odier. Helers should be groued based onhow any dice they have in theirMagic attribute. Tose with
none have no eect on the counity odier. Tose withadd 1 to the counity odier er ull die in the average
Magic attribute value o the grou (round u). Tus, i three
o the grou o ve senior arentices has 1D+1 in theMagicattribute and two have 2D, the grou average is 2D and they
give a bonus o 2 to the counity odier.
ComponentsTrough the use o the coonents odier, a clever
character can greatly reduce the diculty o a sell. How-ever, there are a ew things to kee in ind beore adding
coonents to a sell or using one that has the.
Te character must have the components on her per-son. Te ore variety o coonents used in her reetoireo sells, the bigger her ack. Gaeasters looking to kee
characters in check can require the to kee track o theircoonent usage. Tey ay also require eriodic staminarolls or the character, to siulate the eort needed to tote
around a ull laboratory.Unless otherwise secied in the sell, assue that the
caster needs a stul o the coonent or the sell towork.
Te character must be in ull possession o thecomponents. Te coonent can in no way have owerover her. So, i a sell required a rison door to cast, and
the age was locked behind such a door, she couldnt useit or her sell. She doesnt have the door in her ossession
and it has soe ower over her (in this case, its restrict-ing her location). Now, i she were to take the door o its
hinges, then it would be useul or the sell. For layerswho get out o control with coonents, the gaeastercan ut urther restrictions on the coonents (esecially
ones that are destroyed), requiring that they be in the agicusers ossession or a iniu eriod o tie or that the
caster needs to do soething secial to ake the sellcoonents.
Te character must have at least one ree manipu-lating limb (a hand in a huan) in order to use a coo-nent.
It takes at least one action to get the componentsout or prepare them or casting the spell, even i thisaction doesnt require a roll. Mages better learn to be sneakyabout getting things out in battle!
Destroyed Components and Failed
SpellsI or any reason (or exale, the sell was interruted
during the casting tie; the age ailed to eet the sells
diculty, etc.), any coonents that are designated to be
destroyed either by the end o the casting tie or the endo the duration are reduced to useless aterial.
Substituting ComponentsSoeties, characters ight not be able to nd what they
need to cast a articular sell. Or they ight buy coonentsro a cut-rate alcheist who ixes in cheaer ingredients
instead o using ure stu. Usually, she adds coal dust todark-colored ones, lie or chalk to light-colored ingredients,and chis o aroriately colored glass to crystal or ge
shards.Tough it akes the sell less exensive to cast, using
cheaer ingredients with an existing orula when thecaster is not atteting to ake a new sell does not odiy
the diculty to cast the sell. However, there are negativeconsequences to using substitutes: For the sell to go o cor-
rectly, the skill total needs to beat the diculty by 2 or everysubar ingredient the character uses. Otherwise, soethingbad haes and the less the skill total beats the diculty
by, the worse that soething should be.Tus, a sell with one low-quality coonent would have
robles i the skill total equaled or beat the diculty by uto two oints; two low-quality ingredients would lower the
sells eectiveness with zero to our oints, and so on.Page 106 o the D6 Bloodshadows worldbook oers another
ethod or detering the eect o low-quality ingredients
on otion otency.
Cost of ComponentsTe cost o coonents deends on the quality required
by the sell and is deterined by the gaeaster and the
dictates o the setting. Gaeasters can get soe ricing
ideas ro the Equient chaters o the rulebooks.
ConcentrationI the sell includes the concentration asect, the caster
ay eror no other actions outside o those necessary
or casting the sell.Te concentration diculty assues a quiet roo and no
distrations. Sell designer should not include the distractionodiers when creating the sell. Gaeasters, however,
should use the distration odiers liberally. Te distractionodier is added to the diuclty when the layer akes hercharacters concentration roll.
Scribing a SpellOnce a agic user designs a sell, he doesnt autoatically
reeber it orever. Te rocess o creating a sell is silytoo colex. o orego having to redesign sells each tie,wizards write down their sells on scrolls or in books. Tis
adds an extra 10% (round u) to the design tie, but the agewill never have to reeat the design tie or that sell and he
can share it with others. However, he will need to reerencethe book or scroll when he wants to cast that sell.
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Failing a Required Skill RollSoe sells include asects, such as incantations
and gestures, that require additional skill rolls. Mages
should be condent that they can succeed at these rollsbeore casting the sell. Te result o a ailure at one
or ore o these rolls is u to the gaeaster. Soeotions include:
e spell doesnt go o. is is suitable for severeailures or ultile inial aillures.
e spell goes o, but theres something wonkyabout it. Tis otion is good or a inial ailure, ora inial success with a Critical Failure.
e spell goes o, but theres something denitelywrong with it it ight have the oosite eect or
it ight cause soe kind o eranent and negativealteration to the caster. Tis is best reserved or a severe
ailure with a Critical Failure.(((sidebar)))
CountenanceIn antastical settings, gaeasters ay exand the
aearance changes to include unreal eects, including glow-
ing eyes, a visible aura, aing nostrils, hair that stands onend, and so on.
Te countenance alteration can aear on either the caster
o the sell or the user o the sells eect. It can never bealied to a target who cannot control the eect (such as
soeone receiving a curse or daage).
DurationA sells duration deterines how long the rites eect
hangs around. Soeties, though, its tough to deterinehow long that duration should be.
Damage-Dealing SpellsTe iniu duration or a daage-dealing sell is one
second. Soe sell designers add longer durations or ore
ashy eects or to get the diculty to eet a iniu
nuber.Daage-dealing sells alied to a target or ore than
one round har the target once er round until the dura-tion runs out.
Divination SpellsTe divination skill lets you uncover the deeest ysteries
o the universe. Great; how long does that take? Idivina-tion reveals inoration, how does the duration aect whatinoration is gleaned? How do you know i your divination
sell is the right length?In any sells, the required duration will be airly obvi-
ous. For exale, a magic mirror sell that lets you see othereole in real tie will require a duration o however long
you want to sy on the. I it has a duration o a inute,then youve got 60 seconds to eek on the.
But other eects are harder to learn. I I cast y sense mur-
derer sell, how long does it have to be to have an eect?In general, a duration o 0 (one second) is only useul or
the brieest o divinations the kind o insight that canbe answered in yes/no ters. Tus i you had a sense danger
cantri with a duration o one second, it would retty uchonly be able to say i there was or was not danger (as dened
and detectible by the sell) within range. Absolutely no addi-tional inoration would be revealed (such as location), soa sense keys cantri with this duration would only be able to
inor you that, yes, it did indeed sense your keys. On theother hand, soeties thats all you need .. .
For durations o longer than a second but less than a round,brie but vague insights are ossible. Tus i your nd keys
cantri has a duration o 2.5 seconds, a successul castingight reveal Over there or Right there (or Beats e! i the
ite is out o range or the eect ailed). In general, anythingthat could be considered a ree action (see . XX o the D6
Adventure Rulebook) ay be revealed with this duration. In
other words, not uch. Youll robably need to cast nd keysultile ties to track the down. Te inoration learned
is generally exressed in real tie; you can squeeze an extrasyllable or so ore into 3.5 seconds than you can in 2.5.
A duration o one round is the iniu or any real
inoration. Silistically, inoration is revealed at a rateo about one word er second, or at least as uch tie as
it would take the gaeaster to tell about it (whichever isgreater). Te word rate assues words o a syllable or two, so
longer words take ore tie and leave less roo or details.
I that nd keys cantri had a duration o a round, then itight reveal under books by the door or in yesterdays
jeans ocket.Durations o longer than a round start roviding ore
details, as aroriate. A sense lie sell with a duration otwo rounds ight reveal our lie ors within range two
to let and two to right, while an alternate version o thesell with a duration o a inute ight say, Tere are ourlie ors within range. wo are to your let; one o those is
two eters away and the other is 2.5 eters. Te one urtheraway has a larger ass than the closer one. o your right ...
Memorizing a Spello eorize a sell, the caster ust have the arcane lore
secialization o scholar. Te diculty to eorize the sell
equals the sells diculty. Te nuber o continuous roundsit takes to eorize the sell equals the sells diculty
divided by 5 (round u). During these rounds, the agicuser ust devote her colete concentration to xing thesell in her ind.
While it is ore convenient to eorize a scribed sell,a caster ay eorize one that she has recently designed.
Meorizing is not the sae as charging a sell. Te casterstill needs to go through the casting requireents. However,
the caster no longer needs carrying the book or scroll thatthe sell is on.
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(O course, the latter would also require a higher eect to
generate that additional inoration ... but at least it wouldhave enough tie to convey it.)
For ore arcane divinations, a good rule o thub is thatthe sell needs to be as long as it would take to read text
o the requested detail. Tus an arcane lore sell that oersinoration about an unidentied agic object could givea lot ore inoration in a day-long duration than an hour.
Reeber that divinations are, in their own way, cosicequivalents o ore undane search and investigation eth-
ods. Although they eliinate the need to actually have toeso inoration, the ind can still only absorb and rocess
inoration so ast.Te need or seed in divination durations is one o the
reason so any o that schools sells use allegory, sybol-
is, and vague iagery; its uch aster to convey bloodydagger in a dusty jeweled crib than it is to say the youngest
son o the king, having long been denied access to true ower,desires revenge, and lans on assassinating his ather and
two eldest siblings ...
Conditional SpellsOccasionally, a wicked wizard will want to whi out a sell
that lasts until a articular condition is et. For these sells,
the age decides uon a tie rae (in seconds) in whichthe condition is ost likely to haen. He looks the easureon the Sell Measures chart and nds the corresonding
value. o this nuber, he adds 1. Tis is the durations valueor a conditional sell. Be sure to note the condition in the
descrition, and be as secic as ossible.A sell with a conditional duration lasts until the condi-
tion is et, even i that eans the sell extends beyondthe noral easure or the duration value. Because o this,
gaeasters should scrutinize the duration value careully,asking theselves how likely truly is the condition tooccur within the secied tie rae. For exale, a sell
that lasts until the next ull oon has a ore easily deter-ined duration than one that lasts until this eight-year-old
child arries and has a child o her own. Chances are thatthe rst will have a duration o a onth, while the secondshould be ore on the order o 12 to 20 years (deending
the culture and the childs otential rosects).Conditional sells autoatically disaear i the target o
the sell dies or is coletely destroyed.
FeedbackI a sell rovides a benet to the target, the caster ay
ot to have the target exerience the sells eedback. Tislittle bonus ay have soe sulicants giving urther
consideration to asking or hel ro agic users!
FocusedTe ocused asect allows a sells eect to stick with a target
no atter where he goes even out o the sells range. Tisiortant asect is one that new ages oten orget.
Sell designers do not need to include the ocused asect
on unoving targets (such as a building or a sleeing er-son), unless they have reason to believe that the target will
be oved beore the duration ends.(((sidebar)))
Focused vs. ChargesAn ite charged with a sell does not necessarily also
need the ocused asect. With charges, the wizard co-letes the sell, but the eect isnt used iediately.Instead, its stored in the wizards ind or an object,to be released at a later tie. With ocused, the caster
releases the sell at the end o casting tie, the eectis used iediately, and it stays on the designated
target until the duration ends.(((sidebar)))
GestureTe biggest thing to reeber with gestures is that the sell
wont work i the character cannot eror the gesture.
Rather than being an autoatic botch, gaeasters ayreduce the eectiveness o a sell i the character is unable
to eror it accurately.Physical contact with a target is a coon sile gesture
(with a value o -1). Even i a close cobat roll is required totarget the sell, hysical contact is no ore than a silegesture.
Tough a range ay be listed as touch, seciying touchas a gesture is oten not included i the target is unoving
(inaniate, aslee, etc.).
IncantationIncantations generally use artist to reresent designing a
lengthy or colex incation. Nonetheless, languages, reading/writing, scholar, andpersuasion would all work equally well.
As with gestures, ailing to say the right words in the rightorder doesnt necessarily ean the sell ails it does ean
that the sell does not work as exected.Te colete sentence level o incantations should con-
tain ore than a ew words, which is its own level. Tus, I
go, while a colete sentence, only rovides a -1 odier,because its only a ew words long.
RangeUnless secied otherwise in the sell, the range o the
sell bends with the curvature o the earth.Regardless o the range o the sell, the caster ust be
able to soehow erceive the target.
... And SpeedRange indicates the axiu distance ro the sell to
the target; seed deterines how long it takes or the eectto reach the target.
Te easiest way to gure out the value or this sell is tohave it reach its destination instantaneously. Te cost or
this equals the value o the range.
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With ranges o ore than ve eters, including a slower
seed in the sell is virtually useless. Sure, the sell designercould do it, but the agic user shouldnt exect to hit a secic
target. Slow-seed sells are only good or targeting areas.When the range is ve eters or less, having a slower
seed can be a benet to the sell diculty, but it doesincrease the cobat diculty. Te hard but accurate wayo deciding on the diculty is described in the rulebooks.
Te easy way is to sily subtract the seed value ro therange value; use this nuber as the cobat odier when
targeting the sell.
Unreal EffectTe lowest disbelie diculty is 3 (not zero).Gaeasters ay choose to use diculty levels instead o
a static nuber. argets who roll anywhere in the diculty
level range o values realize that the sell is an illusion. Seethe accoanying sidebar or the change.
Unreal eect cannot be used to disguise the true natureo an eect. Tis asect is only or inclusion in sells whose
eects disaear i disbelieved.(((sidebar)))
Unreal Effect:
Disbelief Difficulty LevelsDisbelie Difculty Level Modier
Multiplier Very Easy 0.75Easy 0.5
Moderate 0.25(((sidebar)))
Variable EffectCasters need not include this asect or any oveent,
distance, and weight eects as long as the sell is intended
or easures u to but not greater than the givenaount. For exale, a sell that secies it can ove 150
kilogras ay actually ove any aount u to and includ-ing 150 kilogras. Te sell has no inuence whatsoever onites weighing ore than that aount.
I age wants the sell to be soeties useul on targetsthat are greater than the listed aount, he needs to include
the variable eect asect in the sell.For eects that deal with die codes, skills, attributes,
Advantages, Disadvantages, Secial Abilities, and the like, acaster who wants the ability to change the eect ust alwaysinclude the variable eect asect.
Variable MovementRealize that variable oveent does not allow the sell
user to aect ore than one target (unless ultile target orchange target are included). Nonetheless, wizards soetiesinclude this asect so that they can have a little un with
their rey beore the nal attack.
Why would anyone ever use oveent o eect instead
o ocus? For the ost art, no one would. However, saya caster wanted to create a ight sell that did not rely on
the Flight Secial Ability. (Say, he wanted to y aster thanthe liitations iosed by the Secial Ability) In that case,
theres nothing to ocus. Te eect would be the desiredaount o weight to be oved, and the range would be theaxiu distance that the eect can be oved. Ten, the
caster would tack on the variable oveent: oveent oeect asect. Tis way, he could use whatever oveent he
wanted, instead o being liited by the Secial Ability.When a sell with oveent o eect travels out o the
sells range, the eect does not disaear. As with ocus, theeect lasts until the duration ends.
Moveent o eect is in eters er second (not eters
er round).
Other AlterantsBy deault, a sell creates the silest eect. I the sell
diculty sees too low or the outcoe exlained in the
descrition, the other alterants asect should be used toreect an increased colexity in the eect the caster hasadded ancy touches to her work.
Other Conditionsargeting or usage rolls required by a sell are not consid-
ered other conditions, unless the diculty o the sell ishigh and the gaeaster is eeling generous.
Here are a ew secic alications o the other condi-
tions asect.
Knowledge of the TargetHow well the caster o the sell ust know the target
alls under the doain o the other conditions asect. Use
the accoanying chart to decide the relationshi required.Anything less than a soradic relationshi o a ew years has
no aect on the sells diculty.RelationshipYears KnownModierConstant inuence (arents, grandarents, souse,
old riends)10+ years
-3Recent inuence (riends, rooates, old eneies)
510 years-2Newer inuence (riends, acquaintances)
15 years-1
Soradic inuence (on-and-o relationshis)variable (at least a ew years)
-1
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Target TypeTe tye o targets the sell can eect can be liited. Te
exact category ust be secied in the sells descrition. Forexale, i sell can be used only on a single secic target,that target ust be entioned in detail, such as the casters
ring or the casters sisters cat. Use the accoanyingtable to get an idea o the value o this version o the other
conditions asect. Gaeasters ay adjust the value u ordown deending on how likely the sell caster is to coe
across the articular tye o target.I the sell also requires a coonent related to the tar-
get, this version o the other conditions asect ay not be
included. Additionally, do not include this asect i the rangeo the sell is sel or touch.
Type of Target ModifierGeneral grou o living creature -1(aslee targets, anials, sentient beings, lants)
Single tye o inaniate object -1(urniture, buildings, vehicles)
Single tye o living creatures -2(cats, riates, oaks)Single secic target -3
(a articular ring, a certain cat)
Adding Aspects after theDesign
Certain situations ay hel a agic user cast a sell aterits design. Sell designers ay not include any o the odi-
ers discussed in this section in the initial sell design. Tesells diculty ay not be reduced below 10 by any o these
additional odiers. Casting sells with these odiers
included ost-acto does not add to the design tie.
Components A coonents iortance to the age can aect the
ease o casting a sell. Generally, the iortance odierrelates only to ites that are destroyed in casting, but the
gaeaster ay allow it or certain ites the age regularlyuses, such a avorite sta or ring. Use the accoanyingchart to decide how the age eels about the ites or loca-
tions hes using. Gaeasters should be careul in alyingthis odier, because its quite dicult or soeone to eel
strongly about everything he has. Players should be readyto exlain why their characters attach ore than a low value
to any ite used.Importance o Item Sp el l Di -culty
Modierrivial 0
(just icked u by caster, bought or ound or use insell)
Low -1(has owned or soe tie, but willing to art with)High -2
(would norally hesitate to sell the ite)
Very High (wouldnt sell at any rice)
reasured -4(norally wouldnt art with even i her lie was
threatened)
CommunityGaeasters ay allow agic users to call uon the aid
o others to hel the with articularly dicult sells.o deterine how eective a counity is with a re-
existing sell, gure the counity odier or the grouthe age intends to use. Subtract the new counity odi-
er ro the one required by the sell (i any). Divide thisnuber by 2 and round u. Subtract this nuber ro the
sells diculty.Gaeasters ay otionally allow the willingness o hel-
ers to aect any sell with counity that a wizard casts.Tis actor ay not be included in the sell design; it is tackedon when the sell is erored. Use the accoanying chart
to deterine the helers loyalty; subtract this nuber rothe sell diculty.
Helpers Loyalty Level Spell Difculty Modi-erCasual 0Loyal -1Devout -3
Mixed -2(no ore than 10% casual)
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Te Magic syste resented in the rulebooks allows a
great deal o reedo or its users, relying on gaeastersto iose liits aroriate to their worlds. Tis chater
can hel gaeasters decide what sort o liits ost aealto the and are ost suitable or their ideas o how agic
works. Naturally, the suggestions herein do not corise anexhaustive list; gaeasters and layers will certainly be
insired to odiy whats here or design their own.Players ay nd this section helul when designing their
characters, as any o these otions are suitable or use as
Achilles Heel or Advantage Flaw Disadvantages. Impose the backlash option:Whenever the agic user
ails a sell by several oints or ore, he becoes dizzy roa isuse o ystical energy, and he loses his next turn.
Soe variations on the backlash otion:Te wizard cannot eror sells or a nuber o inutes
equal to the dierence between the low skill roll and the sellsdiculty. (Double this value or a Critical Failure.)
Te wizard adds a odier to the diculty o eroring
the next sell equal to the the dierence between the low skillroll and the sells diculty (double or a Critical Failure).
Require the design time: Te design tie can be usedor the rst tie that a agic user creates and casts a sell,
ater which oint, the wizard knows the sell and doesnthave to go through that again. Or, the design tie can berequired every tie; because sells are so intricate, theyre
orgotten ater each use and need to be relearned.One result o the design tie is that it can take years to
learn sells with high diculties, eectively keeing thoserites out o ost caaigns. It tends to encourage designers
to ut in negative sell asects these lower diculties,but they also ake it ore obvious that theres a sell in use
and otentially easier to interrut.Te rulebooks seciy ways o rushing the design tie
and the eect o doing so on the sells casting. A age can
also take longer, just like with ost other ordinary skills:For each doubling o the tie necessary, the age adds +1D
to her skill roll when casting the sell, u to a axiubonus o +3D.
Under the deault design tie syste, a sell designedby one wizard cannot be used by another wizard, unless therst charged the sell into an object or written docuent.
However, a character can reduce the aount o design tieby hal when reaking a sell she reviously created or when
working ro another wizards notes.(((sidebar)))
Compressing Design TimeGaeasters who wish to use the design tie
syste but are daunted by the long tie necessaryor high-diculty sells can use one o these variants.
(Miniu design tie reains the sae.)Look u the diculty o the sell as a easure on
the Sell Measusures chart. Te corresonding valueis the nuber o hours needed to design the sell.
Subtract ro the diculty the nuber in ront
o the D or the designing wizards skill required by
the sell. Look u this nuber as a value and read thecorresonding easure (in seconds). (Tis ethodshortens the tie, but not by uch, and rewards those
with highMagic skills.)Subtract ro the diculty 2 ties the nuber in
ront o the D or the designing wizards skill required
by the sell. Use this result to deterine the designtie. Tis otion greatly reduces design ties or highly
skilled characters.Create an alternate design tie chart. For exa-
le:
I the diculty o the sell is less than 10, the design
tie equals the diculty in seconds.I the diculty o the sell is 10 to 20, the design
tie equals the diculty in inutes.
I the diculty o the sell is 21 to 30, the designtie equals the diculty in hours.
I the diculty is greater than 30, the design tieequals the diculty in days.
(((end sidebar))) Restrict wizards to casting spells from their per-
sonal documents:Magic users ay only cast sells that theyhave in their ersonal toes or libraries. Gaeasters aydecide that as a ree eature o design tie, wizards autoati-
cally transcribe sells onto scrolls or toes and include the
in their library or uture use. Likewise, ages ay stubleacross written sells that they ay rely on.In any case, all agic users ust cast sells ro docu-
ents. Tis requireent in no way reduces the diculty o
casting the sell.
Restrict the spells wizards may cast: Gaeastersay decide that there are certain sells or tyes o sellsthat no one in their worlds could ever ossess. Many o these
should be secied at the outset o the caaign, but gae-asters reserve the right to have new sells that character
decide to create autoatically ail because they violate soe
Keeping Magic Users in
Check
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heretoore unknown asect o the settings nebulous laws
o agic.
Restrict spell casting by the eects value:Charactersay not cast sells with eects that have values greater thana set nuber. Soe otions or this set nuber:
A nuber icked by the gaeasters, such as 20, whichoers a great range o eects but revents ost sells ro
being too gae breaking.Multile liits one or eachMagic skill equal to 5 or
6 ties the nuber in ront o the D in the skill.
A liit equal to 8 to 10 ties the nuber in ront o theMagic attribute
Restrict spell casting by the spells diculty: Siilarto liiting by the value o the sells eect, this version bases
the liitation on the sells diculty. Tis version erits agreater ossiblity o gae-breaking eects, because designers
can include nuerous negative sell odier, but it can covera large range o sells. Use the suggestions in the reviousrestriction otion or deciding on a liit.
Stipulate a cost for learning spells: Players o agic
users ust ay a Character Point cost or each sell they wishto learn. Soe suggestions or deterining the ee:
One Character Point er sell, regardless o diculty or
eects valueA nuber equal to the diculty o the sell
A nuber equal to the value o the sells eectA nuber equal to a raction o the sells diculty or
eects value, such as one oint or every 10 in the diculty
or eects value
Stipulate a cost for casting spells: Gaeasters ayuse the sae ethod as the learning cost otion, requiring aCharacter Point ee be aid each tie sells are cast.
Soe gaeasters ay reer a searate ool o agicaloints (soeties called ana, quintessence, or soe
other equally ystical nae). Te size o the ool deendson the cost o the sells. I all sells have a cost o one, thengaeasters can aly the ideas resented in the next otion.
For other ethods o deterining sell costs, the gaeasterneeds to decide which sells will ost likely occur in her
adventures and how any ties she wants the to aeareach day (or adventure). For costs based on sell diculty
or eect, a ool equal to 20 ties the nuber in ront othe D in the charactersMagic attribute suces. For costsbased on a raction o the sells diculty or eects value, 2
ties the nuber in ront o the D in the charactersMagic
attribute is ore aroriate.Mages recover oints by resting. Gaeasters can set a
secic nuber o oints that a character gets back ro
each hour or eriod o rest, or they can use the Body Pointschart in the genre rulebooks to deterine an aount basedon a roll o the charactersMagic attribute.
Limit the number of spells a character can know orcast: With this otion, theres only so uch inoration theind can contain. Te wizard ight be liited in the nubero sells he can cast in a single day, or he ay be restricted
in the total nuber o sells he can learn.
Te gaeaster could set a standard nuber or all agic
users, eritting the to increase this value each tie theyirove theirMagic attribute.
Alternatively, each character could have an individualizedvalue based on herMagic attribute, her skills, or both. With
a nuber based on the attribute, the character can chooseany sell, regardless o the skill required. For nubers basedon skills, the character ay only choose sells that all under
the skill.
Example: In D6 Bloodshadows, the nuber o sells acharacter begins with deends on both the attribute and theskills. Characters get one sell or each ull die in the attri-
bute and one sell or each ull die that the skill is above ttheattribute. I a character has 1D+1 in theMagic attribute and
2D+2 in the divination skill, he could get one sell o any tyeand one divination sell one or the ull die in the attributeand one or the ull die above the attribute in the skill.
Gaeasters who liit their characters to a nuber osells er day should allow ages to learn ultile instances
o the sae sell.
Mages relenish their sell stock or learn dierent sellsater several hours o colete rest.
Require that Magic skills are ocused: Charactersknow how to cast only certain tyes o sells. Sells aredivided into dierent schools, and each school has sellsthat use each o the dierent skills. Tis ultilies by a great
degree the nuber o skills a agic user needs to cast everysell. Te range o sells a character has at her disosable is
reduced, and she ust send ore study tie and CharacterPoints learning additional ocused skills.
See the Magic chater o the D6 Bloodshadows world-book or age XX o this book or inoration on ocused
Magic skills.
Make casting spells increasingly dicult: Te bodyisnt designed to channel too uch ystical energy at once
or that each area has only so uch energy within it. Cast-ing sells becoes increasingly dicult the ore the age
erors the and the less the age rests or lets the arearecover.
Gaeasters can siulate this by adding a cuulative
diculty odier to each sell beyond the rst. Te odi-er generally starts at 5, 10, 15, or ore the higher the
nuber, the aster the age tires or the area is deleted. Eachsell ater the rst adds the base odier lus any odier
to the revious sell.
Example: Te gaeaster sets the diculty odier at5. Te rst sell is cast at its secied diculty. Te secondsell has a +5 to its diculty. Te third sell has a +10 to itsdiculty. Te sixth sell has a +25 to its diculty.
Te age or area ay recover ater a nuber o inutesequal to the odied diculty o the sell. Or, it ay take
hal a day or ore o rest ro ystical activities or therenewal to haen.
Make failing a spell interesting: Create a chart listingossible results o ailing a sell. Associate each result with a
level o ailure, which can either be a single nuber or a range
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o nubers. Gaeasters can use the chart by subtracting
the ailed roll ro the diculty and using this nuber eitheras a direct value or to nd a rando value.
For a direct value, the gaeaster sily cross-reerences
the nuber with the chart to nd the result.For a rando value, the gaeaster rolls a nuber o
dice (including the Wild Die) equal to dierence betweenthe skill roll and the diculty. Tis rando value is then
checked on the chart.
Example: When Leta attets the XXsell, which sherecently learned, her layer rolls the characters divination
skill and gets a Critical Failure on his Wild Die. Te gae-aster decides to have the layer total the dice as noral,
which gives a skill total o 17, lower than the sell dicultyo 22. Te gaeaster subtracts 17 ro 22 and gets 5.
He rolls ve dice, including a Wild Die, and totals the. Hethen looks u the result on the Abbreviated Sell Failure
Results chart.
Te direct value has the benet o one less ste. Te rando
value allows or a ore detailed chart.
Te included exale sell ailure results chart has been
adated ro D6 Bloodshadows. (For a ore detailed chart,see age 76 o the D6 Bloodshadows worldbook.) Its suitableor either ethod.
Note that not everything on the chart is bad its os-sible to have ositive eects ro a agical backlash, though
thats a rare develoent. In addition, characters who end uwith totals between 1 and 3 suer ew ill eects ro ailing,
aking this ethod o deterining agical consequencesa airly attractive one.
Gaeasters ay choose to alter soe o the oint sreads
listed on the Exale Sell Failure Results chart, add oresreads, and substitute or add in their own eects. Gener-
ally, eects should not coletely crile or kill a character(there are those that do, but they are airly ew), but they
should be retty negative.
Example Spell Failure ResultsFailure Result* Eect
13 Te coonents or techniques were aulty and, though the sell worked, soething went wrong(not as otent, deon harder to control than exected, visible but not harul side eect,etc.).
47 Tough the sell worked, soething went wrong (as above) and the character cannot use agic
or a nuber o inutes equal to 10 ties the Failure Result.810 Te sell doesnt work, lus the character cannot use agic or a nuber o hours equal to 2 ties
the Failure Result.
1115 Te sell doesnt work, and the character receives backlash ro the sell and takes an aounto daage equal to the diculty o the sell. Tis daage ay be resisted as noral.
16+ Te sell doesnt work and soething really bad or really interesting haens. Soe ideas
include:
Temporary dementia: Roll one Wild Die. is is the number of hours the character suers from
hallucinations, aranoia, loss o ental caacity, and general adness (the character should beless than eective or helul to his arty during this tie, akin to a rank 2 Disadvantage).
e character feels terribly drained. If she has any Character Points, one is immediately lost,send unconsciously (with no eect). In addition, she gets a -2 to her daage resistance totals.
Tis odier will not heal until she has taken at least a week o rest. Temporary amnesia: e gamemaster determines, either randomly or by choice, ve skills thatthe character orgets how to use or a nuber o hours equal to the roll o a Wild Die.
e character suddenly feels powerful. For the rest of the adventure, the character treats allCritical Failures as results o 1, with no accoanying bad eect.
e character is unknowingly attuned to the cosmos. e characters next roll is treated as if hesent a Fate Point.
e character suers from terrible luck and gets one rank of the Bad Luck Disadvantage per-anently.
* Determine the Failure Result by rolling a number o dice equal to the dierence between the spell diculty and theskill total. Gamemasters may wish to use the Die Code Simplication chart rom page 142 o the genre rulebooks.
For a more detailed ailure results chart, see page 76 o D6 Bloodshadows.
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Skills
AlterationAlterationgoverns agic involving change.Change eans
taking soething that exists and odiying it or utating
it into soething else. It ust work with things that arealready there. A agic sell used to increase a charactersattribute would be an alteration sell, as would one that
converts a strea o water into a strea o acid. Alterationcould enhance, reduce, or restrict a characters existing skills,
attributes, Secial Abilities, Disadvantages, and so on.Eect Examples:odier to a skill or attribute; additional
levels o a Secial Ability the target already has; new Liita-tions or Enhanceents on an existing Secial Ability; daageodier; Aror Value odier; transutation. Alteration
sells ay not directly aect oveent skills.Soe Secial Abilities and Disadvantages that odiy
existing characteristics all under alteration rather than con-juration, even i the sell is not intended to give additional
ranks o the Secial Ability or Disadvantage. Soe exalesinclude: Advantage Flaw, Hindrance, Language Probles,
Reduced Attribute, Endurance, Enhanced Sense, Hardiness,Iunity, Increased Attribute, Iron Will, Master o Disguise,Sense o Direction, Skill Bonus, Skill Miniu, and Youthul
Aearance. ransutation and Shaechanging in which thecaster (not the target) controls the ability also coe under
the urview oalteration.
(((sidebar)))
Choosing Spell SkillsWhen creating sells using the D6 Magic syste,
layers ay occasionally have robles deciding whatsell skill a age is going to have to use when casting
the sell. Tats understandable the lines are a little
blurry soeties.Te rst thing to to do is to take a look at the eect.
Tats the eat o ost sells its what deterines
how strongly the sell will aect the target. Whatdiculty, skill, attribute, or value is the eects valuegoing to be easured against? What will your eects
value do to that attribute or value?Tinking o the sell in these ters can hel layers
guess at those arginal sells. And, i the gaeasteror layer decides later that the skill isnt correct, no
roble: Magic is an art, not a science. Soeone whos
accidentally created analterationsell that should have
been conjuration has ade an aberration in the art,not a recedent.
(((sidebar)))
ApportationApportation governs the controlled oveent o targets
ro one lace to another. Calling a dagger ro a box at
hoe to your hand is apportation, as is teleorting yourselto another lace. Sells that restrict oveent would alsobe apportation sells.
Apportation is not conjuration the object or the creaturesuoned is in existence at the tie the sell is cast; the
apportation sell sily calls the object or creature.Most apportation sells sily list the desired axiu
weight the caster wants to ove. Te range is then theaxiu distance at which the sell reaches out and grabsthe target.
I the seed is less than the range, then the object ovestoward the caster at the listed seed. I anything gets in
the targets way, and theres no oening within a eter toeither side o the trajectory, the target stos. (Lucky or the
target, its only uncoortable until the sell ends. Unlessits a eature o the sell, the agic rotects the target ro
taking har.)I the seed equals the range, then the object is teleorted
instantly to within one eter o the caster.
Soe aortation sells also list a distance (along witha weight) in their eects. Tis allows the caster to ove an
ite thats ar away to another location, also ar away. Terange, in this case, is only ro the caster to the targets
starting osition.Aortation sells that ove ites ro one diension
to the another generally only list the lanar distance. None-
theless, since this can get retty owerul, gaeasters
ay require that diensional sells that ove objects alsoinclude the objects weight, while those that ove eole orcreatures allow a chance or those targets to resist (and no
weight value is needed).Characters or creatures targeted by aortation sells have
a chance to resist the oveent. (Nonsentient beings do not
get this resistance roll.) Tere are two ways to do this:
1. Te apportation sell uses coulsion. Te skill total
is coared to the targets willpower/mettle (or governingattribute)in uch the sae way apersuasion attet would
Skills and Effects
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be used the targets attitude toward being aortedust
be assessed, and the sell works as i it were ersuadingthe target.
2. Te apportation skill total has to overcoe the targetsweight value. (Look u the targets ass on the Sell Mea-
sures table.) Te target can resist by rolling her liting/lit
(or the governing attribute) andadding it to her weight value(theoretically, she tries to ake hersel harder or the sell to
gras). (Resisting does not count as an action or the targetcharacter.) I the apportation total is equal to or higher than
the weight value, the character is aorted. (Naturally, thesell wont work on a target that weighs ore than the value
listed in the eect.)
Eect Examples: weight o aterial oved; distanceoved; seed at which target oves; odiers, Skill Bonusor Skill Miniu Secial Abilities, or Disadvantages to ove-ent skills and Move; Hyeroveent Secial Ability.
ConjurationConjuration agic involves producing something rom
nothing.Conjured ites and characteristics reain in exis-tence or the duration o the sell.
Conjuration is not used to bring things ro one laceto another that is apportation. A sell that increases a
characters attributes ro a value other than 0D would bean alteration sell.
A sell that roduces soething out o thin air is conjura-
tion. Also, a sell that gives characteristics to a thing that wouldnot norally have those characteristics (or anything to start
with) would be a conjuration skill. For exale, aniating acorse and giving it attribute values (corses have all noral
attributes at a value o 0D), would be a conjuration skill, sinceyou are roducing soething ro nothing.
Gaeasters should require that the ore colex an iteis, the higher the other alterant asect should be. Requiringa searate skill roll to deterine ailiarity with the object is
also aroriate. Generous gaeasters ay erit castersto include this skill roll as a other conditions asect. (Tis
other conditions asect should always equal no ore thanhal o the other alterant asect value.)
Eect Examples: aount o aterial created; new orstand-alone skills or attributes (skills or attributes that donot odiy an existing skill or attribute); new Disadvan-
tages; new Secial Abilities; skills and attributes includedin conjured ites; daage or rotection not based on an
existing value. However, see the alteration entry herein ora list o Secial Abilites that are ore aroriate or that
skill than or conjuration sells. Not that ransutation andShaechanging Secial Abilities that the target controls areconsidered conjuration, rather than alteration, sells.
DivinationDivination governs agic involving obtaining knowl-
edge. For exale, scrying sells, ar-sight sells, andseak with the dead tyes o sells are all covered by
divination. Sells that block the obtaining o inoration are
also divination sells.
Eect Examples: tie in the ast or uture; stand-aloneinvestigation, search,or trackingskills to discern secic inor-ation. Certain ors o the Extra Sense Secial Ability are
suitable ordivinationsells, as are the Illiterate Disadvantageand Hindrance Disadvantages that relate to languages, speak-ing, reading/writing, investigation, and scholar.
Learning and ImprovingMagic Skills
Guidelines or learning and iroving Magic skills aredetailed in the D6 Fantasy and D6 Adventure Rulebooks. Iyou have only the D6 Space Rulebook, use the learning and
iroveent rules orMetaphysics work just ne.
(((sidebar)))
Special Ability or Die Code?Whenever deciding whether to use a Secial Abil-
ity or a die code, its generally better to go with theethod with the higher value. Generous gaeasters
ay ot or the verions with the lesser value i thesell is colicated and would otherwise have a high
diculty or exale, a sell that rovides severalinor eects.
(((sidebar)))
(((sidebar)))
Drooling Idiot Learns Magic!By deault, a layer can create a starting character
thats basically a drooling idiot with a high Magic
attribute and high Magic skills. Te layer can thencreate sells boosting the other attributes, allowingthe character to retend shes noral.
Whats a gaeaster to do?
Tose who dont ind dealing with layers who liketo abuse the sirit o the syste can liberally srinkle
their adventures with counteragic sells. Te char-acter will becoe ineectual or the length o tie it
takes her to get her attributes back to noral.Gaeasters who catch layers doing this at char-
acter creation can require that the layer seciy just
how the character got to be so owerul agically. Ithe exlanation doesnt esh with the gae worlds
agical traditions, require the layer to rework thecharacter. I the background takes the world traditions
into account, the gaeaster ay nd soe seedsor adventures and aking the layers characters lieore challenging.
Other gaeasters ay wish to ni this whole ordealbeore it starts. In that case, iose a axiu such
as 2D or 3D on anyExtranormalattribute. Tis allowsthe character roo or growth while eritting her to
cast a goodly nuber o interesting sells.((((sidebar)))
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Ignoring Armor:Add 1 to the value ultilier or hysicaldaage that ignores both agical and nonagical aror.Add 0.5 to the value ultilier or daage that ignores only
agical aror (ye that eans that nonagical arorworks better against such sells than agical does!). Likewise,
add 0.5 to the value ultilier or daage that ignores onlynonagical aror.
(((sidebar)))Ignoring Armor
Soe sells deal daage that ignores agical aror,nonagical aror, or both.
Magical aror includes any rotection thats agicalby nature (such as a rotective sell or a gaeaster-created artiact) or agically enhanced (such as
rotection uon which a sell has been laced thatenhances its ability to end o agical attacks, as well
as the Natural Aror Secial Ability with the MagicallyEowered Enhanceent).
Nonagical aror includes all other kinds o ro-
tection.(((sidebar)))
Stun Damage: Because stun daage injures a characterless than regular daage, the value ultilier is less. Ater
guring out the value or the die code o daage, ultilyit by 0.75 to get the value o the eect. (Deterining the
consequences o stun daage can be ound in the Daagechater o the genre rulebooks.)
Stealing Points: Sells that take away Character andFate Points use the alteration skill. A Character Point hasa value o 6 (er oint). Stealing a Fate Point has a value
o 9 (er oint). A sell cannot take ore oints than thecharacter has.
New Uses of HindranceHindrance (and its related Disadvantage Reduced Attri-
bute) are great ways o adding diculty odiers to sells.Not only do they orce sell designers to be ore secic in
their wording o the eect, they are also ore costly thansily tacking on an ordinary diculty odier.
Tis list rovides general descritions o soe Hindrances
that aect broad categories o skills (rather than secicskills). When including any o these Hindrances in a sell
or character, be ore secic as to the cause o the roble(such as blindness instead o iaired sitght).
Hindrance: Initiative (R1), -2 to all initiative totalsHindrance: Iaired Foot or Leg (R3): +1 to the diculty
o any oot/leg-related skill use and -1 to initiative rollsHindrance: Iaired Hand or Ar (R6): +1 to the diculty
o any hand/ar-related skill use
Hindrance: Iaired Voice (R7), +3 to diculties oactions requiring a voice, such bargain, charm, con, command,
intimidation,languages/speaking, andpersuasionHindrance: Iaired Sight (R3), +1 to diculties o all
sight-deendent actions
Hindrance: Iaired Hearing (R3), +2 to diculties o all
hearing-deendent actions
(((sidebar)))
Stand-alone vs. ModifierStand-aloneskills, attributes, daage, rotection,
and so on do not aect any siilar characteristic thatthe target or user has. Rather, they nearly always takethe lace o any like characteristic. Excetion: When
a norally benecial sell would ake a characterworse such as a sell that rovides a Secial Ability
that the character already has at a higher rank thenthe character uses the higher value (in this case, hers).However, i the sell rovides soething additional
not reected in the brie descrition o the eect such as the search skill conerred by ost divination
sells then the character uses the skill and the valuelisted in the sell.
Modiers or characteristics always aect the
naed characteristic. However, not every characterhas every ability.
For odiers to Secial Abilities, Advantages, Dis-advantages, attributes, or articular tyes o daage
or rotection, the sell has no eect on targets whodont ossess the arorate eature.
For skill odiers, add the bonus to the governingattribute when the character doesnt norally haveany dice in the skill.
(((sidebar)))
Determining Effects for
UnknownsIn soe sells, articularly diension-hoing ones, thecreator needs to know the distance between the lane o her
world and the target real. In soe cases, that distance isdecided uon by the designers o the world. However, what
i youre dreaing u with one o these sells on your own?How can a sell creator coe u with a value she needs to
beat with her eect or a sell to work?Usually, the gaeaster decides how easy or hard he wants
soe task to be. I the gaeaster thinks a sell should beeasy, then it gets a low eect; i he thinks it should be hard,then, hey, its hard.
In general, divination and alteration sells are airly easy you have to beat tie values and character totals in
ost cases. Its the apportation and conjuration sells thatshould be hard bringing soething to you or sending it
away instantaneously, or creating soething out o nothingshould be a trick.
In the end, this agic syste or the D6 System is soe-
what arbitrary. Tere are lots o rules, and lots o otions,but only the gaeaster can decide what hes going to use
and what he isnt.
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Permanent EffectsTere has got to be a way to ake eects era-
nent! Well, sure, and which ethod deends on the
gaeaster.Te easy way is to ick a duration value (such as 38
or a year and a day or 43 or 10 years) and stickwith that. However, there then becoes no reason to
have longer duration values, and this could even akecertain sells (such as wiing soeone out o existence)uch easier than they should be.
Te ore dicult but otentially ore satisying wayis to deterine how long it takes or the rest o reality
to believe in the eect. Usually, once a natural rocessbegins to break down the conjured or altered ite,the ite no longer needs agic to uel its existence. A
duration o one year (38) is generally a good startingoint or ost things, but it ight be shorter or weak
objects (such as sot arble) or longer or stronger orore colex objects (such as gold or anials).
In soe cases, the gaeaster ay allow a cobina-
tion o the casting tie and the duration to equal theeranence value, esecially i the eect is costly and
the casting tie requires a lot o concentration (such astransoring a gole into a living being).
Whichever ethod gaeasters and layers use,ater the layer and gaeaster should deterine
a suitable tie, the layer ust also ay a CharacterPoint cost, because shes investing soe o her sense
o sel or sense o reality into the eranent thing.Te oints do not go toward boosting the skill total oranything else about the sell.
Te eranence cost deends on whats being done.A sell that alters or adds an attribute, skill, or character
otion has a Character Point cost equal to whateverthe cost or iroving or getting that characteristic
would be without the agical hel. See the Irov-ing Characters chater in any o the genre rulebooksor cost details.
Although the cost is stee, akes it ossible to addabilities that otherwise would be iossible ater
character creation.For other sells, a eranence cost equal to the
eects value works, though the gaeaster ayincrease or decrease this deending on the aounto eort and tie away ro adventuring (and thus
gaining Character Points) that is involved in castingthe sell.
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Enchanting ItemsTe sells enchanted into ites soeties use
secial versions secically designed or the ite. Usethese guidelines to create your own:
For spells that already must be charged into anitem (such as uttingpain into a baton):No odica-tion is necessary.
For spells that have a range and may be castrom a distance when activated (such as uttinglightning bolt into a cane): Add the Charges odier to
the Sell otal or the nuber o charges you want to
include. (Divide by 2 and round u to get the value toadd to the sell diculty.) For instance, two iroved
charges adds +10 to the Sell otal or +5 to the selldiculty.
For spells that originally have a range butnow must hit a target to activate (such as uttingincinerate into a knie): Multily the sell diculty by2 to get the Sell otal. Reduce the Range and Seed to
zero, and subtract both o these values ro the Sellotal. Add the Charge odier to the Sell otal orthe nuber o charges you want to include. Include
an Other Conditions odier o -2 or ust akesuccessul attack to release. Divide the nal odied
Sell otal by 2 to get the new diculty.
Example:Incinerate has a sell diculty o 15, arange o 5 eters, and a seed o +4. Its Sell otal is30. o ut it into a weaon, subtract 4 or the range, 4or the seed, and 2 or the new other conditions. Add 5
or one iroved charge. Te nal odied Sell otalis 25 (30 4 4 2 + 5) or a sell diculty o 13.
Basic charges cost less (about one oint er charge)but disaear ater 24 hours. Iroved charges cost
ore (ve oints er charge), but they have no aderate. For ore inoration on basic and iroved
charges, see the Magic chater o this book.
Enchant WeaponSkill:Alteration
Arcane Knowledge: Metal, magicDifculty: 16Eect: 5 (+1D daage)Range: ouch (+0)Speed: instantaneous (+0)Duration: 60 years (+47)Casting ime: 1 hour (-18)Other Aspects:
Concentration (-6): 1 hour with willpower/mettlediculty
o 12Feedback (-2): -2 to daage resistance total
Focused (+10): On weaonIncantations (-4): Reeat enchanting hrase or duration
o casting (litany; willpower/mettle roll with diculty
o 15)Te enchanting o even the weakest o agical weaons
can be a daunting task or a age. Draining entally, eo-tionally, hysically, and agically, its no wonder that theres
always a hesitancy to create such weaons. Nonetheless, suchthings are roduced, and there are ages willing to sacrice
their lives or the creation o the reect weaon, articularlywhen it is designed with a secic goal in ind.
Magic WeaponSkill:Alteration
Arcane Knowledge: Metal, magicDifculty: 28Eect: 18 (+3D daage bonus, ignores nonagicalaror)Range: 25 eters (+7)Speed: instantaneous (+7)Duration: 1 day (+25)
Casting ime: 1 round (-4)Other Aspects:Coonents (-4): Precious ge (uncoon)
Countenance (-1): arget surrounded by aint blue glowFocused (+8): On weaonGestures (-1): Make swinging otion (sile)
A aint blue glow ebodies the weaon being enchantedwhen this sell is cast. Tis transors the noral into the
enchanted, aking it ossible to do daage to those creaturesthat are invulnerable to noral weaons. Furtherore, the
sell ignores nonagical aror. When successully cast, thetarget weaon gains a +3D daage bonus.
Magical Items
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Creating Your Own Potions Alcheical otions can be built using the Magic
rules in Chater 11 o the D6 Adventure Rulebook.Secically, an alcheist is charging the otion with
the ability to roduce a certain eect. Since ostotions are designed to be slattered on an oonent
or consued, they need only be charged or one use.Tey also needed to be warded, because they go o onlywhen reoved ro their container. For charges that
do not lose their otency within a day ater akingthe, use the iroved variation o charges described
in the Magic chater o this book.It should go without saying, but just in case theres
any doubt: a otion requires at least two coonents,one o which ust be either a liquid or a solid.
o gure out the coonent odier or the sell,
add 1 to the Availability Rating. Te rarer the ingre-dients in a otion, the longer it ay take to roduce,
but the easier it will be to charge overall.Most coonents are destroyed when the otion
is released, so the coonents get the destroyedodier as well.
Te container does not count as a coonent,
because it generally doesnt atter what the otion is
oured into. However, the otion could need a secictye o ot, which would be a coonent.
Te range and seed o a otions sell are both
zero, because the eect o the sell ater its releaseddoesnt travel a distance. A otion in a container isconsidered to be in a dorant or. I the alcheist
wishes to have the eect travel outward ro wherethe otion was activated, she uses the area o eect
asect, generally shere.For a otion that travels with its target (such as a
sticky or ingested one), include the ocused asect.
Alchemical IngredientsTe secic ingredients needed to roduce an alcheical
otion can be urchased ro aothecaries in sall (usually30-gra) bags and then ixed together, or the otions can
be bought ready-ade.Note that all ingredients are not available in the sae
quantities in all cities each substance listed in the sidebarhas anAvailability Rating o 1 to 4. A 1 eans the sub-stance is extreely coon and easy to nd; a 2 eans it issoewhat less coon, and will only be ound in id-sized
and larger cities; a 3 eans it is relatively rare and will only
be ound in large and well-stocked cities; a 4 eans it is very
rare and will only be ound in a ew o the larger cities, or itay have to be ound in the Wilderness.
Most alcheical otions are ixed in water or soe otherliquid (which will be listed) to be eective, though there aresoe alcheical dusts designed along the sae lines as
liquid otions.Te container o choice a sall, thin-glass vial with a
little cork or rubber stoer has a rice diculty o VeryEasy (1 ven). It can be thrown or a range o: Physique-4/Physique-3/Physique-1. It breaks on iact. Other containersshould have lower ranges, ossibly with an increase to the
cobat diculty to reect a greater aterial toughness.Tis nonexhaustive list can hel layers and gaeasters
deterine the ost aroriate coonent odier or an
ite. Naturally, gaeasters should adjust this or theirworlds in a setting where the roduction o alcohol is
banned, the Availability Rating will be uch higher than ona world where its sold at the corner arket.
When two or ore ites are considered aroriate as
coonents (such agnets and lodestones), then use thecoonent odier o the lesser ite or, i they have the
sae rating, then one less than that rating.Soe coonents are actually broad categories (such as
candles and anial bones). Te listed rating is aroriatewhen bones ro any tye o ite in that category can beused. Increase the rating the ore secic and rarer the tye
o ite needed is.Alcohol (2)Alum (3):An astringent owder, a double sulate
o otassiu and aluinu.
Aber (3)Anial Bones (2)
Antimony (2): A silvery-white, brittle, etalliceleent, used as a hardening agent.
Arsenic (2):A silvery-white, brittle and extreelyoisonous eleent, usually ound in the or o a
owder.Aqua Regia (3):A ixture o nitric and hydrochloricacids, so owerul it can dissolve gold or latinu.
Aquamarine (3): A transarent, ale-blue crystalonly slightly related to quartz, this stone is ost otenused in water and air sells.
Ash (1)Bat Claws (1): Like any alcheical ingredients,
isnaed. Bat claws can be the talons o a bat, rat, orother rodent and are sold in sall jars by aothecar-ies.
Potions
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Salteter (2)
Sahire (3)
Seawater (1): I you are on a coastal city, yourein luck; i not, add one to the Availability Rating.Water srinkled with salt wont work as a substitute,
though.Shell (1)
Silver (3): See the notes or gold, herein.
Sulhur (3)obacco (1)
ooth (1)ree Sa (1)
Vitriol (2):An oily, colorless, corrosive liquid, alsoknown as suluric acid.
Water (1)
Wine (1)
Zincen (2): Also known as zinc oxide, this whiteowder is soeties used to ake glass or aint.
ColorsRequiring that a sell use ites o a secic color irovesthe coonents odier by 1. A sell that sily requires
an ite to be o a secic color, but the ite itsel is not
secied, uses a value o -1 or this coonent.Tis list gives soe suggestions or tyes o sells that
work best with articular colors.
IncenseIncense alls under the coonents asect and generally
has a value o -3, though rare varieties ay coand a higherrice and receive a higher asect value.
Tis list oers soe ideas or varieties o incense thatinuence secic kinds o sells.
Flowers and HerbsFlowers and herbs are tyes o coonents that casters can
use to create their sells. Generic owers and herbs have a
value o -1, while secic varieties have a value o -2 (or ore,i great quantities or erect secients are needed).
Tis short list oers soe ideas or the tyes o sells thatwork well with articular kinds o owers and herbs.
RoseMushrooFruit (whole and juices)
Calaus
LicoriceSageBergaot
BayMarigoldCatni
SaronLavender
Scrying DevicesPlaying Cards -3
arot Cards -3
Runes -4Crystal Ball -5
Water in Wooden Bowl -2Water in Silver Bowl -5
ea Leaves -2Dice -2Star charts -3
Mirror -3
TimesHere are soe exales o secial ties or casting sells.
Te odier given is the iniu odier; the gaeaster
ay increase this i the layer can ake a case that the eriodis saller than the odier suggests.
It is recoended that, however any tie-sensitive
events ust exist or a sell to be cast, only the one withthe highest odier has any eect on the sells diculty
nuber.Exale Modier
Day, night -1Particular hase o the oon -2Season -2
During a general celestial event -3(such as any eteor shower)
Day o the year -4(i the locals use a dierent calendar than the one the
caster designed the sell with, then the date will need to becorrectly translated)
During a secic celestial event -5
(such as the assing o Haleys Coet)
Locations
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Casting a SpellHeres a reresher course on how to cast sells with the
D6 Magic syste:
1. Deterine the diculty o the sell.2. Generate the aroriate sell skill total.3. Add the alicable Arcane Knowledge bonus to the sell
skill total to deterine the nal skill total (i youre using
this Secial Ability).4. I the nal skill total is lower than the diculty o the
sell, go to Ste 5a; otherwise, go to Ste 5b.
5a. Te sell ails. I desired, the gaeaster ay ioseenalties or ailing, such as using the Sell Failures Results
chart. o use the chart, subtract the nal skill total rothe diculty o the sell. Roll a nuber o dice equal to
this nuber to deterine the Failure Result (odied bythe alignent o the sell, i the gaeaster wishes). Tegaeaster coares the result to the Abbreviated Sell
Failure Results chart and decides on the outcoe.
5b.Te sell succeeds. Generate a targeting total, i needed.I that succeeds or i there is no targeting total, assign theeects o the sell, as described in the sells descrition.
Example:Kathiruth is a sall-tie con artist and art-tie agician. She has a skill value oalteration 4D+1, and
two ranks in Arcane Knowledge: Water. She wants to castthe sell acid bath.
(Ste 1.) Te sell has a diculty o 18.
(Ste 2.) Kathiruth gets lucky, generating a skill total o20.
(Ste 3.) She adds in her +4 bonus ro her Arcane Knowl-edge (since the waterArcane Knowledge is listed as alicable
under the sell descrition), or a skill total o 24.(Ste 4.) Te skill total is higher than the diculty o the
sell, so it goes o.(Ste 5b.) Since acid bath is a daage sell, Downtown
needs to deterine whether he hit or not by using throwing
or apportation (either wizardry or the sae ocus as the sell,elemental). He ay odiy the targeting total by the result
oint bonus. I he did hit, the eect o the sell dictates thedaage o the attack.
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Value ie Weight Distance
34 5 weeks Constantinole
to Bangkok
35 Circuerence
o Moon
36 5 onths Fully loaded coal
train
38 Year Mediu
cathedral
Circuerence
o Earth
Loaded sall
oil tanker
39 Ocean cruiseshi
Large cathedral
41 Aircrat carrier
43 10 years Eire StateBldg.
Orbit o Moon
48 Century49 Great Pyraid
53 Milleniu
55 Average
distancebetween Earth
and Mars
56 1 AU
76 Deios
80 Phobos
114 Moon
119 Mars
124 Earth
136 Juiter
151 Sun (Sol)
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Finding a SpellWith well over 200 dierent sells, weve slit the into
nine schools established in the D6 Bloodshadows worldbook.You can uses these schools as they aear here in your own
caaigns, add ore, cobine existing schools, or ignorethe coletely.
I you decide to uses schools, you ight want to have theas oci o theMagic skills. Foci narrow the existing generalskills, thus liiting the nuber o sells a character can
cast. o cast a sell in a articular school, the age needsthe correct ocus. Te cost o obtaining a ocused skill is the
sae or those settings that do not use oci; however, insettings using the agic school otion, a caster ay never
have the general skill. (For ore details on schools asMagic
skill oci, see Chater 6, Magic, in the D6 Bloodshadowsworldbook.)
(((sidebar)))
Schools of MagicAlchemy:sells that ibue objects (rings, weaons,
otions, etc.) with other sells; alcheists need to knownot only alchey, but also the school or schools o the
sells they wish to lace into objects this schoolgets its own chater
Chronomancy: sells that deal with tie
Elemental: sells that deal with the our eleents:
earth, air, re, and waterNecromancy: sells that deal with the dead
Peregrination: sells that deal with oveentand diensions
Photomancy: sells that deal with light and dark-ness
Somniomancy: sells that deal with slee anddreas
echnomancy:sells that deal with etal, weaons,achinery, and the like
Vitomancy: sells that deal with lie, includinghealing, iroving the body, and creating new ors
o lie
Wizardry:sells that deal with sells not covered byother schools, as well as those creatures o a sorcerousnature (such as ost deons)
(((sidebar)))
Within each school, the sells are alhabetized. An alha-betical index o all sells ublisehd to date, aong other
indices, aears at the end o this book.
Precalculated Spells
Targeting a SpellMany sells include reinders about which skill to use
when targeting a sell, but or those that dont, here aresoe guidelines.
Most sells that target another unwilling character requirethe caster to ake an attack roll. Generally, this eans amarksmanship/reaarms, throwing, or apportation roll (or thegoverning attribute, at no enalty,i the character doesnthave the needed skill). When the range secies touch, the
character ust ake a brawling/ghtingattet noMagicskill will work in this instance.
Sells with ranges o 10 eters or ore have a Short rangeliit equal to 25% o the listed range, a Mediu range o 50%,
and a Long range equal to the list range. (Round all ractions
u.) Ranges o 3.5 and 5 eters only use Short range (whichequals the listed value). Anything less than 3.5 eters alls
within Point Blank range.In a ew cases, an interaction roll, usually with willpower/
mettle, or resistance roll with stamina is ore aroriate.Note that target ay use the governing attribute i she
doesnt have the skill.Rolling the targeting skill does not count as a searate
action or deterining the ulti-action enality.
Te targeting roll or a sell is a good way o roviding anoonent with a deense against an attack. Excet or actively
dodging cobat attacks, the victi doesnt need to send an
action to ward o a agical sell. However, the gaeasteray lower the targets roll i he decides that theres an ele-ent o surrise to the sells casting.
I you wish sells to autoatically work, then ignore the
targeting inoration.
Using a SpellMages ay rely on the eects o sells with casting ties
o one round or longer on their turn in the round ater theend o the casting tie. Tus, an oensive sell with a casting
tie o one round ay be targeted in the round ater it wascast. I the age waits ore than a round ater triggering
the sell, the eect o the sell is lost.
Sells that give characters skills or bonuses to use as theylease do countas ulti-actions when the character eloysthe skill in the sae round as casting the sell.
Sells that rovide a skill intended or deterining theeect, but over which the user otherwise has no control,ust be used in the sae round in which the sell goes o.
Tis does not count as a ulti-action.
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Interpreting The EffectIn the D6 AdventureRulebook,and in the sell descritions
herein, there are guidelines or deterining the eects osells. But a little clarication wont hurt.
When an eects value is used as a daage value, neverodiy it by result oints. In ost cases, it doesnt atterhow well a sell hits a erson just that it does. Instead,
the result oint bonus o the sell skill roll should