You are on page 1of 8

Alternate Mini Six Magic System

This system is based very heavily on the system of simple magic from the Vade Mecum book that was
never published for D6 by WEG. I give all credit for 90% of this document to whoever wrote that system
(Most likely Nikola Vrtis, but I am not sure). All I did was reformat and make some changes based on the
full magic system from D6 Fantasy and some bits from Mini Six.
This simple spell creation system is based on the most popular choices from the full D6 Magic system. Its
completely compatible with spells from that system, even if it leaves out a lot of aspects. It makes a good
stepping stone for those who find the details of the full system daunting.
Magic is a 5th attribute, so in games where magic is common the players will have 15D to divide up
between attributes instead of the standard 12D. If the game world is less magical, or if the GM wants to
restrict how powerful magic is, starting dice can be reduced to anywhere from 12D to 14D. To cast spells,
the character must have the sorcerer esoteric Perk.
There are 4 magical skills that can be taken under the Magic attribute: alteration, apportation, conjuration,
divination. Descriptions of each skill are below.
Alteration governs magic involving change. Change means taking something that exists and modifying it
or mutating it into something else. A magic spell used to increase a characters Physique attribute would
be an alteration spell, as would one that converts a simple flame into an exploding fireball. Alteration
could enhance, reduce, or restrict a characters existing skills.
Alteration must work with things that are already there. An alteration spell can only modify existing
characteristics. It could be used to change a person into a bat, but it would not give the person the ability
to fly; conjuration would also be necessary to give the character the Flight Perk, something he didnt have
Apportation governs magic involving movement. For example, a telekinesis spell, by which a character
could grab an object and move it using magic, would be an apportation spell. Calling a dagger from a
box at home to your hand is apportation, as is teleporting yourself to another place. Apportation can also
cause a person or creature to move from one place to another under its own power. Spells that restrict
movement would also be apportation spells.
Apportation is not conjuration the object or the creature summoned is in existence at the time the spell
is cast, the apportation spell simply calls the object or creature.
Characters or creatures may either be apported by compulsion, (or come under their own power), moved
by the spells power, or teleported. When the apportation spell uses compulsion, the skill total is
compared to the targets courage or Charm in much the same way a persuasion attempt would be used
the targets attitude toward being apported must be assessed, and the spell works as if it were
persuading the target.
For involuntary teleportation, the target can resist by rolling her Might or lift, (theoretically, she tries to
make herself harder for the spell to grasp). (Resisting does not count as an action for the target
character.) If the apportation total is equal to or higher than the weight value, the character is teleported.
This goes for self-teleportation as well (though the character is not likely to resist).
Conjuration magic involves producing something from nothing. A spell that produces gold out of thin air is
conjuration, as is one that imbues an inanimate object with animate features (such as creating a stone
man and giving it the attributes of a person). Conjured items and characteristics remain in existence for
the duration of the spell.
Conjuration is used for only one purpose: creation of something out of nothing. For example, if you
wanted to animate a plant and give it the power of speech, you would use conjuration you would have

to create in it the ability to talk and the Intellect and Acumen necessary to speak. Conjuration is not used
to bring things from one place to another that is apportation.
Divination governs magic involving obtaining knowledge. For example, scrying spells, far-sight spells,
and speak with the dead types of spells are all covered by divination. Spells that block the obtaining of
information are also divination spells.

All spells cost essence to cast. Essence represents the well of magical energy the caster is able to draw
from. If a character has the sorcerer perk, his well of essence is equal to 10 for each die he has in Wits
and Charm, plus pips.
Example: If Mongo the Magnificent has 4D in wits and 2D+1 in Charm, he has 61 points of essence.
The cost in essence of a spell is its difficulty. At the end of a scene, a character regains of his lost
essence. If he can rest for more than 2 hours he will regain all of his lost essence. During play, if the
sorcerer raises his Wits or Charm attribute, his essence will increase. Essence can also be increase by
spending character points, each permanent point of essence increase costs 3 character points.
Characters start of the game with three spells known. Learning new spells as the character progresses
will cost 2 character points. These points can be spent on the fly from your pool of character points to
invent a new spell on the spot, or during normal advancement between sessions.
To use this system, follow these steps:
1. Choose the skill alteration, apportation, conjuration, or divination.
2. Choose the effect from the ones listed here under the skill that you selected. The effect is the main
consequence of casting the spell. If you dont see the effect you want, pick one thats close to what youd
like; ask your gamemaster to assign a value for the effect you want; or consider that effect to be beyond
your magic-wielding characters abilities at this point.
For divination spells that search within an area, you also need to specify what the spell reveals. The user
relies on the search skill given by the spell against a difficulty determined by the gamemaster. (Use the
Observation Difficulties chart in the rulebooks as a guide for deciding on the difficulty.)
3. Choose the range. The range is the maximum distance at which the target of the effect can be from
the caster of the spell. For apportation spells, the range is always one meter (+0). Spells than move the
target instantly will use the range aspect to represent how far they can move the subject. For divination
spells, this is how far away the target area can be from the caster.
4. Choose the Target(s). The number of targets or the size of the object affected will also increase the
spell total.
4. Choose the duration. The duration is how long the effect remains in existence. For divination spells,
the duration must be at least one round. Most spells that do damage should have duration of
instantaneous, but there can be exceptions.
5. Choose the casting time. This is how long it takes for the magic user to generate the spell each time
he casts it.
6. Choose other aspects that you want to include with the spell. You may also decide that you do not
want to include any of the other aspects.

7. Figure out the spells difficulty. First, total the values for all of your choices. Round fractions up.
This is the spell total. If the spell total is 19 or less and the spell does not have one of the italicized
options, the spell is a cantrip. Divide the total by 2 and round up. This final number is the spells difficulty.
If the spell total is 20 or greater or the spell is 19 or less and it does have one of the italicized options,
divide the total by 2 and round up. If the number is less than 10, it becomes 10. This is the spells
8. Decide on a name for the spell.
All spells:
* Require the ability to see the target (except for divination)
* Require a targeting roll of throwing or apportation (for ranged effects), brawling (for hand-to hand), or
melee combat (for enchanted or conjured weapons); if the range is self or the target is willing, no
targeting roll is required. If the spell roll and targeting roll are made in the same turn, multi-action
penalties apply.



Add +1D to a skill, damage, or protection

(per +1D or 3 for Soak added)
Add +1D to an attribute
(per +1D added)


The spell value of Apportation is figured by using a base spell value of 10, then adding the target and
range aspects.

Get a skill at 1D
(Per 1D in the skill)
Do 1D damage or protect for 3 soak
(Per 1D)
Conjure something simple, 1 kg or less
Conjure something complex, 1 kg or less
Conjure something simple, 5 kg or less
Conjure something complex, 5 kg or less
Conjure something simple, 100 kg or less
Conjure something complex, 100 kg or less
Conjure something simple, 1,000 kg or less
Conjure something complex, 1,000 kg or less


See one minute in the past or future
See one hour in the past or future
See one day in the past or future
Search a 1 m-radius circle with a search of 4D
Search a 1 m-radius sphere with a search of 4D
Search a 10 m-radius circle with a search of 4D
Search a 10 m-radius sphere with a search of 4D
Search a 100 m-radius circle with a search of 4D
Search a 100 m-radius sphere with a search of 4D
Search a 1 km-radius circle with a search of 4D
Search a 1 km-radius sphere with a search of 4D


Self, touch, or 1 meter
5 meters
10 meters
100 meters
1 kilometer


Small item or handful of tiny items
5 people, personal vehicle
20 people, small mass transport
50 people, large mass transport
100 people, huge mass transport


1 round
2 rounds
1 minute
1 hour


Casting Time
1 second
1 round
1 minute
1 hour


Other Aspects
(the spell requires a very common item, such as a
candle, match, or handful of leaves)
(the spell requires the caster to make motions with
Both hands)
(the spell requires the caster to speak a lengthy
Sentence aloud)




Basic Spell Sheet

Spell Name: ___________________________________
Skill: _________________________________________
Effect: _______________________________________
Range: _______________________ Value:__________
Duration _____________________ Value:__________
Casting Time: _________________ Value:__________
Other Aspects:
______________________________ Value:__________
______________________________ Value:__________
______________________________ Value:__________
Spell Total:__________

Sample Spells
Additionally, these spells are extremely generic. Spells that players characters use should be much more
specific (such as specifying one skill to improve) and more colorful.

Skill: Apportation
Effect: The caster can move up to 100 meters away to any place he can see.
Duration: Instantaneous
Range: Self
Casting Time: 1 second
Difficulty: 14

Skill: Conjuration
Effect: This 6D attack requires marksmanship/firearms or apportation to hit. It takes a form of the casters
choosing, such as a blast of fire, water, or ice. Each type of damage will be a different spell the caster will
need to learn.
Range: 10 meters
Duration: Instantaneous
Casting Time: 1 second
Difficulty: 14

Protective Sheath
Skill: Conjuration
Effect: The caster or a target within one meter of the caster is coated in an invisible sheath that acts as
18 points of soak of any type of damage. Once 18 points have been absorbed, the protection is gone, and
must be re-cast.
Duration: 1 minute
Range: Self or 1 meter
Casting Time: 1 second
Difficulty: 15

Skill: Alteration

Effect: This spell improves any one skill by +3D.

Duration: One minute
Range: Self
Casting Time: 1 round
Difficulty: 14

Skill: Divination
Effect: The caster can use the spells 4D in search to look for any specific type of item or creature within
a 10-meter radius sphere around herself.
Range: Self
Duration: 1 round
Casting Time: 1 round
Difficulty: 16


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (Wizards). All Rights
1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative
Material means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works
under copyright law, but specifically excludes Product Identity. (e) Product Identity means product and product line names, logos and
identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use,
Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright
holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. Th e use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. Th e owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identifi cation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aff ected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
Mini Six Bare Bones Edition, Copyright 2010, AntiPaladin Games.
Mini Six, and APG are trademarks and properties of AntiPaladin Games.
Product Identity: The D6 System; the D6 trademarks, the D6 and related logos and any derivative trademarks not specified as Open Game
Content are designated as Product Identity (PI) and are properties of Purgatory Publishing Inc. All rights reserved.
All text on pages 26, 27, 28, & 29 (except for game mechanics), all artwork, and trade dress are Product Identity (PI) of AntiPaladin Games.
The Mini Six and the Mini Six Bare Bones Edition trademarks and related logos and any derivative trademarks are designated as Product Identity
(PI) and are properties of AntiPaladin Games. All rights reserved.
Open Game Content: All game mechanics and material not covered under Product Identity (PI) above; OpenD6 trademark and OpenD6 logo.
This is the end of the Open Game License.