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Magic & Powers SRD

SE:20 RPG System Source Reference Document


SUNDERED EPOCH: D20 ROLEPLAYING SYSTEM
Copyright 2020 by: Randal Snyder

Written by:
Randal Snyder

Chapter 1: Introduction 3 Chapter 5: Creating Spells 16


Sundered Epoch: d20 RPG System 3 Creating New Spells 16
Magic & Powers SRD 0.01 3 Limitations of Spells 16
Basics of Magic 3 First Steps 16
Spell Properties 18
Chapter 2: Character Creation 4 Spell Effects 21
Making Powered Characters 4 Spells by Magic Skills 27
Creating Magic Users 4 Creating Spells Step by Step 31
Magic User Limitations 4
Magical Philosophy 5 Chapter 6: Sample Spells 34
Magic Skills 5 Spell Descriptions 34
Vices 6 Sample Spells 34

Chapter 3: Using Magic 7 Tables 42


Casting Spells 7 Character Creation p4 42
Resistance Check 9 Using Magic p7 42
Spell Casting Examples 11 Expanded Magic p14 42
Creating Spells p17 43
Chapter 4: Expanded Magic Rules 14
Introduction 14
Casting Dormant Spells 14
Concentration 14
Ending Spells 14
Effects of Stun 14
Magic as Defense 15
Merit Points & Spell Casting 15
Rituals 15
SUNDERED EPOCH:
D20 RPG SYSTEM 3

CHAPTER 1: INTRODUCTION
SUNDERED EPOCH: D20 RPG SYSTEM
The Sundered Epoch: d20 RPG System, or SE:20, As you begin reading the rules that follow, remember
is a role-playing game designed for the “action hero” that the most important part of any game is the
style of fiction. It is a universal system and can be used friendships you make along the way. In making this
in any timeline or setting. book, I have had the pleasure of meeting many new
Our playtests have spanned the ages from medieval friends. It is this strong bond that makes role-playing
adventures against goblins, beasts, and all manner of games superior to any other fictional entertainment
villainy through to the surface of Mars and beyond. We around.
faced deceptive politicians, ghouls, zombies, evil priests, In the event that you delve into this vast sea of
demons, swashbuckling generals, and always came out adventures, I wish you well.
with a great story to tell.
Randal P. Snyder

MAGIC & POWERS SRD 0.02


This Source Reference Document (SRD) is an for personal use is allowed. The document version
expansion for the SE:20 Core Rules SRD. You need to number is provided in the heading.
be familiar with those rules before you can use this book. This booklet represents the minimum rules needed
These rules are still in testing and may be altered. to add magic to the game. It may be freely distributed
This document may not be altered, edited, or changed and printed for personal use.
except by the copyright owner. Distribution and printing

BASICS OF MAGIC
Mythical and magical creatures often have powers – day. Additionally, only one power may be used per round
supernatural spell-like abilities. This can include the of combat even if the creature has multiple powers.
mesmerizing gaze of a vampire or the ability of Medusa Unlike Magic Abilities, Powers do not cause Drain.
to turn people to stone or a dragon’s fiery breath. When you boil magic down to its most basic parts, a
Magic – Magic is divided into different Magic Skills spell can perform the following functions:
such as Animalism, Illusion, Necromancy, and more. • Modify a Shot Accuracy, Armor Rating, Glance,
Sample NPCs will record these as “Magic, Necromancy” or other item trait
or “Magic, Fire”. Magic Skills allow the character to cast • Cause or heal Damage (physical, temporary, or
several different spells related to the theme of their instantaneous)
magic skill. Thus, a creature with “Magic, Fire” can • Create a Target Number or barrier
create several magical effects using fire. Using Magic is • Create objects with certain attributes or limits
exhausting and causes temporary damage called Drain. This system is simple yet immersive and
Powers – A creature with a power can cast a single encourages creative thinking. Once you understand the
spell and tracks the spell’s advancement like a skill. The core concepts of the magic system you will be creating
creature can use the spell once per day per Skill Point new spells as needed, simply by “spending” points on
spent on the power. Thus, a power called “Power, Flame the spell effect or enhancements.
Breath” with a 4/6 skill can use the ability four times per
4 MAGIC & POWERS SRD

CHAPTER 2: CHARACTER CREATION


CREATING POWERED CHARACTERS
Powers can either be purchased during character • Spend Skill Points on the Power. The Power’s
creation or gained during play as a result of the plot. total Spell Level may not exceed the number of
To create a character with powers, take the following Skill Points spent on the Power.
steps: • Choose an Attribute that the power is linked to.
• The Narrator must decide the number of powers This Attribute must be the same for all of the
a starting character can have, usually no more character’s Powers.
than one. • Choose two Vices (p6).
• The player creates a basic spell to represent the See the Sample Spells in Chapter 6 for more
power. information.

 LIMITATION OF POWERS
Powered characters have very specialized abilities Powers can include Boosts to make the spell more
and significant limitations. powerful. These boosts cannot change the basic
Only one power may be used per combat round. description of the power, but can change the Range,
Powers can only be used once per day per skill point Duration, Number of Targets, and other properties of the
spent on the Power. spell.

CREATING MAGIC USERS


Magic Users are your classic spell casters from most • Choose a Magical Philosophy (p5), which
fantasy fiction. They can cast magic in combat, perform determines the Attribute used for the Shot
rituals for more powerful effects, and suffer from fatigue Accuracy.
from casting powerful spells. • The character’s magic Attribute must be 2 or
When you create a Magic User follow these steps higher.
before spending Attribute Points and Skill Points: • Pick two Magic Skills. Magic Skills (p5) are
treated like skills and spending 1 Skill Point
raises the Magic Skill score by 1.
• The character must choose two Vices (p6).

 LIMITATIONS OF MAGIC USER


Magic users are very versatile, but they do have Spells that exceed their “Combat Limit” must be cast
some significant limitations. First off, Magic Users can using a Ritual.
only cast spells that fit within the theme of their Magic Thus, a character with 4 Skill Points in a Magic Skill
Skill (p5). can cast any spell Level 4 or lower but would require a
Secondly, while in combat, Magic Users can only ritual to cast spells Level 5 or higher.
cast spells with a Spell Level equal to or lower than the Lastly, Magic Users suffer from Drain, fatigue
number of Skill Points they spent on the Magic Skill. caused by casting spells. See Using Magic (p7) for more
information on Drain.
SUNDERED EPOCH:
D20 RPG SYSTEM 5
 MAGICAL PHILOSOPHY
Magical Philosophy promotes knowledge and logic and practitioners of
School Attribute arcane magic tend to be scholars, intellectuals, and
Arcane Focus seekers of knowledge. Arcane magic is based on Focus.
Sovereign Guile Sovereign magic presumes that magic comes from
a spiritual energy. This can be from a deity, nature,
There are two magic philosophies and use either resonances, or any kind of philosophy that treats the
Focus or Guile as a modifier to the Magic Skill. spell caster as a conduit for a great power. Most
Arcane magic is based on the study and Sovereign spell casters are priests, monks,
understanding of the universe. This philosophy philosophers, spiritualists, and those that have a deep
psychic sensitivity. Sovereign magic is based on Guile.

 MAGIC SKILLS
Magic Skills are narrow categories that determine Floragenosis – This is the ability to control plants,
what kinds of spells your character can use. These are make them move, grow, die, or even communicate with
the themes for your spells. When casting spells, each them. It is often associated with druids or shaman who
spell must fit within the theme of the Magic Skill. are close to nature.
Air – This is the elemental Magic of air, which allows Fire – Fire is one of the most basic forms of
the caster to control winds, poison or purify the air, elemental magic and allows the spell caster to create
create artificial atmospheres, and create blasts of air. and control fire and heat-based effects.
Animalism – Animalism creates bonds with natural Healing – The character can tap into the energies
animals and allows the spell caster to communicate with around them to heal wounds, cure the sick, and even
and charm animals and even make them allies and return people from the dead. Those same energies can
spies. They can also alter their appearance or give be corrupted to cause harm in the same way.
themselves animalistic traits, like claws, wings, or tails. Illusion – Illusions create objects in the real world
Augmentation – Augmentation spells enhance that can be sensed using the character’s senses of
existing objects or characters by making them stronger, touch, taste, smell, hearing, and sight. However, they
faster, better… They can affect creatures or objects aren’t real. They are only made up of magical energy.
alike. They may also cause the opposite effect, known Necromancy – Necromancy is the study of death
as Enervation. Enervation focuses on weakening and undeath and enables a character to speak with the
opponents such as causing illness, decaying dead, control ghosts, create undead, and so on. It
resistances, and so on. cannot return someone from the dead – not in the true
Banishment – Banishment spells force objects, sense of the word.
spirits, and creatures out of an area. This can include Polymorphosis – Polymorphosis enables the
circles of protection, counter spells, protection from caster to change properties of creatures and objects.
possession by ghosts and spirits, magical shields, They can change shape, material consistency, or alter
defenses, and so on. You can also use Banishment to temperatures, etc. Thus, a character might be given
trap things in an area, known as Binding Spells. diamond-hard skin or be transformed into a newt.
Clairvoyance – This is the ability to see things Puppetry – Puppetry magic is focused on animating
beyond human senses such as auras, unnatural vision, objects. This can include living creatures, tables, clocks,
beyond time, and so on. It can also include astral swords, or dead bodies. Often, Puppetry spells are
projection, detecting lies, and other uncanny senses. dependent on the size, weight, and speed of the object
Clairvoyance also allows magical communication over that they wish to move.
impossible distances. Waking Dream –Waking Dream is the ability to read
Dimensional – Masters of time and space, these the minds of others, communicate via mental thoughts,
spells can alter the size of objects, their age, or even and inject images and scenes that can be so intense that
change the past or future. Dimensional magic allows the the target is rendered stunned by the intensity of the
character to transport things from one place to another dream.
including a sword, a creature, energy, and so on. Water – Masters of the elemental Magic Skill of
Earth – Earth magic deals with stone, dirt, mud, and water can control water, purify, or corrupt it, make it
steel and allows spell casters to shape, morph, move, freeze or boil, and so on. Creative uses of water include
and create objects out of these materials and more. This making magical shields and weapons, sculptures, water
can include creating armor, weapons, and tools to breathing, and more.
creating explosive blasts of molten stone.
6 MAGIC & POWERS SRD

VICES
Vices add flavor and a splash of uniqueness to the gestures like a priest holding his palms to the sky or
character. They also draw attention to spell casters. All complex gestures that resemble sign language or a
characters that use Magic or Powers must choose two dance. Whatever the gesture is, it must be done overtly,
Vices. and cannot be hidden.
Vices are the actions and objects a spell caster uses Vocalizations: Some spell casters must enunciate
when casting a spell. This can be a wizard waving a in a special magical language or recite a prayer or chant
wand and speaking magic words. Or a priest lifting his a mantra. These sorts of vocalizations can be
hands and praying to his gods. Or a wraith drawing the recognized by others who know magic and can be
warmth out of the room. interpreted. In addition, these vocalizations must be
Spell casters must start with two vices as described clear and strong. Humming, mumbling, or whispering is
below: not sufficient.
Objects: These can be a holy symbol or a wand, Magical Aura: Magic can give off a magical glow,
staff, bag of tricks, crystal, and so on. These objects sparkle, or smoke of some sort due to a discharge of
must be of high quality and purity to allow the spell caster magical energy. The appearance of the aura is up to the
to focus magic through them. A vice that has been spell caster and can even change based on the spell the
tainted or broken would become useless for the spell character is casting. A necromancy spell might make a
caster. A character can have up to two items as a vice. dark and sinister aura where a healing spell might be
Gestures: Gestures require the spell caster to move bright white and calming. The aura does not give off
his hands, arms, or body in a specific pattern that usable light but attracts attention.
channels magical energy. This can be simple hand

 LIMITATIONS OF VICES
When a character is casts a spell their vices alert For each vice, the character does not use, the Spell
others to their actions. A spell caster can use magic Level increases by +2. This affects the character’s ability
without vices. However, if they do, then it increases the to cast spells and the amount of Drain they receive.
difficulty of casting the spell.
SUNDERED EPOCH:
D20 RPG SYSTEM 7

CHAPTER 3: USING MAGIC


CASTING SPELLS
When a character uses magic, it is referred to as
Combat Casting “casting a spell”. There are two ways to cast a spell
1. Choose a Spell either with a Ritual or Combat Casting.
2. Reduce Drain (optional) Rituals take several minutes or hours to cast but
3. Choose the Target (Character, Object, or Zone) allow characters to cast spells that would normally be too
4. Activate the Spell (Costs 1 Combat Action) powerful for them. Rituals are discussed in more detail
on p15.
5. Defense (Automatic, Melee, Ranged, or Magic)
Combat Casting is much faster. The steps are
6. Spell is Active, Dormant, or Broken
summarized in the Combat Casting table and Spell
7. Describe it.
Casting Flowchart at the back of this book.
In either case, the player should be encouraged to
act out or describe how the character is casting the spell
to aid with descriptive flair.

 MAGIC ACTION COST


Magic Action Cost
Action CA The Magic Action Cost table shows the Action Cost
Reduce Drain 1 Each for performing certain magical actions. These are
Activate a Spell 1 explained in more detail in the following sections.
Make a Spell Dormant 1
Break a Spell Free

 1. CHOOSE A SPELL
To get started, choose a spell. Each sample spell Players can use the sample spells in this book, or
description includes basic information about the spell they can create new spells during the game. When
including its range, target, duration, and effect. This making new spells, follow the guidelines under Creating
determines the Spell Level, which represents how Spells p16.
powerful it is.

 2. REDUCE DRAIN (OPTIONAL)


Using Powers does not cause Drain. character’s Endurance from the Drain. Multiple Combat
Magic users that cast spells in combat suffer Drain. Actions can be spent on reducing Drain.
Drain is Temporary Damage equal to the spell’s Level. All Combat Actions spent on Drain and Activating
Drain affects the character when the spell is Activated Spells must be uninterrupted. If a character is attacked
and causes a Stun Check. or spends Combat Actions on some action other than
A caster can spend 1 Combat Action to reduce reducing Drain or casting the spell, then any Combat
Drain. For each Combat Action spent, subtract the Actions spent on reducing Drain are lost and the caster
must start over.
8 MAGIC & POWERS SRD

 3. CHOOSE THE TARGET


The target may be a character, an object, or a Zone. Spells that target a zone target all characters or
This determines the spell’s Activation and if the effect objects in the zone and the effect cannot move from the
can be moved. zone. Spells that target characters or objects move with
the target.

 4. ACTIVATE THE SPELL


Activating a spell unleashes the magical energies that create the spell effect. It costs 1 Combat Action to activate
a spell. If the Target is an unwilling character, Activation requires an attack roll and the spell could be Active, Broken,
or Dormant, p8. Activating a spell on an object or willing character is automatically successful.

 UNWILLING TARGET CHARACTERS


If the Target character is an unwilling recipient of the and the caster may attempt to activate the spell again
spell, then the spell requires an “attack” as described with another Melee Attack. See step 6. Active, Dormant,
below. & Broken.
Melee Attack – Touch range spells require an Magic Attack – Visual, Clairvoyant, and Trans-
Unarmed Combat attack on the intended target. Spend Dimensional Ranged spells must make a Magic Skill
1 Combat Action and make a Melee Combat attack vs. attack. Spend 1 Combat Action and roll a Test vs. the
the target’s Melee T#. Target’s Ranged T# or Magic T#. This will be included in
If the attack roll succeeds, then the spell is Active. If the spell’s description. Failure means the spell is Broken.
the melee attack fails, then the spell is made Dormant,

 5. DEFENSE
The defense against a spell depends on the spell’s Glance Damage – Spells that cause Glance
Range and Effect. Damage at Visual, Clairvoyant, or Trans-Dimentional
Touch Range – All spells with a Touch Range use Range use the Ranged T#.
Melee T# as if attacked by a punch, kick or sword. All other spells – All other spells will use the
target’s Magic T#.

 6. ACTIVE, DORMANT , OR BROKEN


Active – If the spell is active, then the spell takes Broken – Broken spells end and do not affect the
effect as detailed in the spell’s description. Active spells target.
remain in place until Broken or the Duration ends. See Dormant – Touch spells that miss their target are
Resistance Check below. Dormant. The caster can attempt to Activate a dormant
spell again by making another Melee Combat attack.

 7. DESCRIBE IT
After a spell has been cast, the Narrator or player should describe the results including as much descriptive flair
as possible. How does it look? Is there a feeling and did it bore into your soul? What sounds come from it? Was it
“magical” with sparkles or dark and moody with shadows and haunting sounds?
SUNDERED EPOCH:
D20 RPG SYSTEM 9

RESISTANCE CHECK
Character that are aware they are under the Resisting Physical or Intangible spells costs 1 CA
influence of a spell can make a Resistance Check to per attempt. Resisting Mental spells costs 1 CA but can
break the spell. Spells that can be resisted include one only be attempted once per Turn. To make a Resistance
or more skills in the spell’s Resistance property and a Check, roll a Test vs. the Target Number.
Target Number. Spells that cannot be resisted have a If the spell’s target was a character, and the
Resistance value of “None” in the Resistance field and Resistance Check is successful, then the spell is
“NA” (Not Applicable) for the Target Number. Broken.
The Narrator may allow the character to resist with However, if the target was a Zone or object, then the
other skills as appropriate for the scene. The Target character has only momentarily resisted the spell. These
Number for the Resistance Check is equal to the spell resisted spells stop affecting the character until it’s next
caster’s Magic Skill SA plus modifiers. turn. If the character remains in the spell’s area, then
Characters affected by spells with an Instant they must make another Resistance Check every Turn.
Duration roll a Resistance Check immediately. It does If they fail, then the character is affected by the spell
not cost any Combat Actions to resist an Instant Spell. again.
Spells with a Duration of “Concentration” or other
time can be resisted on the character’s Turn.

 RESISTING MENTAL SPELLS


Mental spells fool the character into believing the Otherwise, the character is unaware of the spell. The
effects of the spell are real. As a result, a character that character’s allies can attempt to use Persuasion to
is under the effects of Mental Spells cannot attempt to convince the character that they are under the effects of
resist the spell until they become aware of it. a spell. The Target Number for Persuasion is equal to
If a Mental spell would cause the character to do the Target Number to resist the spell. On a success, the
something that was against their belief system, character becomes aware of the spell and can begin to
motivations, or personality traits, or would cause a resist as described above.
character to betray friends or cause themselves harm,
the character immediately becomes aware of the spell.
10 MAGIC & POWERS SRD
SUNDERED EPOCH:
D20 RPG SYSTEM 11
SPELL CASTING EXAMPLES
In this section, we present a few examples of how Tim, the wizard, is traveling through a dangerous
spell casting works from start to finish as if it was in a countryside when he is attacked by goblins. Initiative is
fantasy game world. We will be using the Spell Casting rolled and the Goblins go first. They spend their entire
Flowchart and the Spell Design Cheat Sheet as guides. round running at Tim shrieking and frothing at the mouth.
The Cheat Sheet is explained in more detail in Chapter At the end of their turn, they are 3 zones away.
5: Creating Spells. On Tim’s turn, he decides to cast a spell!

 LIGHTNING BOLT, LIGHTNING BOLT, LIGHTNING BOLT


Tim has 6 Skill Points and 8 Shot Accuracy in Air Endurance is 5 it will cost him 2 Combat Actions to
Magic, and he wants to manipulate a cloud overhead to eliminate the Drain.
send down a lightning bolt against the biggest Goblin.
¤ STEP 3 – CHOOSE TARGET
¤ STEP 1 – CHOOSE A SPELL The spell now has a Visual Range, so Tim can cast
We’ll use the Glance Damage spell as our starting the spell on anything he can see. He chooses the biggest
point at Level 1. of the three Goblins running towards him.

Name Glance Damage ¤ STEP 4 – ACTIVATE THE SPELL


Level 1
Type Physical Using the Spell Casting Flowchart, we follow the
Range Touch (0) path for an unwilling target. We changed the spell’s
Target 1 Character (0) Range to Visual, so we use the Activation and Defense
Activation Melee Attack for Visual Range. In this case, we will make a Magic
Defense Melee T# Attack vs. the Target’s Ranged T#.
Effect 1d6 + Magic SA Glance (1) Spending our last Combat Action, Tim rolls a Magic
Duration Instant (0) Skill attack. Rolling 1d20 plus his Magic Skill SA of 9, he
Resistance None gets a 20.
Target # NA
Description ¤ STEP 5 – DEFENSE
Glance Damage is treated like normal weapon
damage. Armor reduces damage. The goblin has a Ranged T# of 14 so the attack roll
Boosts succeeded.
+2 Level – Increase Range to Visual, Activation:
Magic Attack, Defense: Ranged T# ¤ STEP 6 – ACTIVE, DORMANT, OR BROKEN
+3 Level – Increase Glance by +3d6
Since Tim’s Magic Attack succeeded, the spell is
Tim can cast up to Level 6 spells so we can choose Active. The goblin takes 4d6 +8 Glance for a total of 24
up to +5 Levels of Boosts. This spell has a default Range Glance. It subtracts its 2 TAR and takes 22 Physical
of Touch, so we increase its Range to Visual (+2 Level). Damage.
But he wants to cause as much damage as possible, so
Tim increases the Glance by +3d6 (+3 Level). ¤ STEP 7 – DESCRIBE IT
This changes the spell to Level 6, and it has Visual
Range (2) and causes 4d6 + Magic SA Glance (4). Tim is chanting and waving his arms in a circular
pattern as the air around him begins to swirl and the
cloud overhead darkens. The goblin feels the hair stand
¤ STEP 2 – REDUCE DRAIN up on his neck. A crack of lightning shoots down from
Casting a Level 6 spell will cause 6 Temporary the cloud striking the Goblin.
Damage. Tim doesn’t want to take damage this early in We conclude Tim’s Turn and the Goblin rolls for
the fight, so he wants to reduce his Drain to 0. Tim’s Stun.
12 MAGIC & POWERS SRD

 SANDSTORM
The goblins moved in and attacked as a group and
Tim narrowly blocked their attacks. He decides that he
needs to move away this turn, but before he does, he’s
¤ STEP 3 – CHOOSE A TARGET
going to create a sandstorm that tears the skin from the With a Visual Range, the spell can affect anything
Goblins’ faces. Tim can see. Because this spell affects the zone, he can
target all the Goblins.
¤ STEP 1 – CHOOSE A SPELL
This time, we want a spell that affects all three
¤ STEP 4 – ACTIVATE THE SPELL
Goblins and will cause Glance Damage. For this, we Tim spends his last Combat Action activating the
start with the Glance Damage spell again. spell. Since the target is a Zone, the spell targets every
character in the zone.
Name Glance Damage
Level 1 ¤ STEP 5 – DEFENSE
Type Physical
Range Touch (0) Each character in the Zone must be attacked
Target 1 Character (0) separately. Since the spell caused Glance Damage and
Activation Melee Attack Visual Range, we use the Ranged T# for defense.
Defense Melee T#
Effect 1d6 + Magic SA Glance (1) ¤ STEP 6 – ACTIVE, DORMANT, OR BROKEN
Duration Instant (0)
Resistance None The Goblins all have the same Ranged T# of 14.
Target # NA Rolling the Magic Attack three times, we get a total of 12,
Description 16, and 25. Two of the Goblins is affected by the spell.
Glance Damage is treated like normal weapon We roll damage separately for each on 4d6 + 8. The
damage. Armor reduces damage. first took 19 Glance and we subtract its 2 TAR for 17 total
Boosts damage. The second takes 16 Glance for 14 total
+2 Level – Change Target 1 Zone damage.
+2 Level – Increase Range to Visual, Activation:
Magic Attack, Defense: Ranged T# ¤ STEP 7 – DESCRIBE IT
+1 Level – Increase Glance by +1d6
The wind swirls and buffets the area with sand and
As before, we will modify the spell to maximize it. We small stones. Each of the goblins tries to protect
can increase the Level by +5. themselves from the stinging wind. One of the goblins
First, we add +2 Levels by changing the Target to 1 stumbles out of the blistering wind unscathed but the
Zone. Because Tim is leaving the zone, he can target other two are heavily blasted and bloodied by the tiny
the zone as he exits. This will affect all the goblins. Then projectiles.
we increase the Glance by +3 Levels so the spell will At the end of Tim’s Turn, both Goblins roll for Stun.
cause a total of 4d6 + Magic SA Glance. Tim also took 1 point of Drain, so he too rolls.

¤ STEP 2 – REDUCE DRAIN


Again, Tim doesn’t want to take damage, but he
needs to move away so he spends 1 Combat Action on
Standard Movement to get out of the Zone. Then he
spends 1 CA to reduce his Drain by 5, but he takes 1
point of Temp Damage.
SUNDERED EPOCH:
D20 RPG SYSTEM 13
 TERROR
The goblins continue to attack, but this time Tim is
hit and bleeding and getting desperate. The goblins
show no sign of leaving him alone. He resorts to using
¤ STEP 4 – ACTIVATE THE SPELL
his Waking Dream Magic Skill with 6 AP and 8 SA. The Since the Target is a Zone, each character in the
spell will create horrific images in the affected Zone is a Target. This means he needs to make a Magic
character’s minds causing panic, compelling them to run Attack vs. the Goblins’ defense.
away.
First, Tim spends 1 CA on Standard Movement. This
lets him reposition.
¤ STEP 5 – DEFENSE
Mental spells use the Target’s Magic T#. The
¤ STEP 1 – CHOOSE A SPELL Goblins only have a 10.

We use the Fear spell as a base. The spell will


create a Target Number that tests against Moxie.
¤ STEP 6 – ACTIVE, DORMANT, OR BROKEN
Rolling three Magic Attacks, Tim gets a total of 9, 24,
Name Fear and 14. The spell is Active on two of the Goblins.
Level 1
Type Mental ¤ STEP 7 – DESCRIBE IT
Range Touch (0)
Target 1 Character (0) Tim uses his magic to make the goblins see him as
Activation Melee Attack some sort of infernal beast and not the relatively weak
Defense Magic T# human that they see before them. His eyes glow red and
Effect Target Number (0) he grows nearly a meter taller. A swirling cloud of hellish
Duration Concentration (0) blackness surrounds him and from that swirl crawl
Resistance Magic Defense, Moxie chitinous demonic claws as other creatures escape the
Target # Magic SA (0) pits of Hell. He cackles, voice rumbling like thunder,
Description “your souls are mine!”
A fear spell fills the character with dread and provokes Anyone not affected by the spell would have seen a
a Moxie test vs. the spell’s Target Number. Follow the comic display of Tim raising his arms and clawing like a
guidelines for Morale in the Core Rules. child pretending to be a monster. And his nasally voice
Boosts calling out, “your souls are mine”, certainly wouldn’t have
+2 Level – Change Target 1 Zone scared anyone.
+2 Level – Increase Range to Visual, Activation: At the end of Tim’s Turn, he needs to roll a Stun
Magic Attack, Defense: Ranged T# Check for taking damage. He narrowly succeeds.
+1 Level – Increase Target # by +2
¤ RESISTANCE
However, since we have 6 AP in Waking Dream,
we’re going to maximize the spell. This gives us +5 On the Goblins’ turn, they must make a Moxie or
Levels worth of Boosts we can use. Magic Defense test vs. Tim’s spell, T# 10. Being
We take +2 Levels to affect 1 Zone. We need to warriors, these goblins have rather high Moxie scores.
make the spell Visual Range for +2 Levels. Then we One of them fails but is only demoralized while the other
increase the Target Number by +1 Levels, or a +2 Target is Panicked. Since this was a mental spell, they don’t
Number. This gives us a total of Level 6 spell. know it’s not real. They think a demon really is standing
before them!
The demoralized Goblin squeaks, “demon!” And the
¤ STEP 2 – REDUCE DRAIN panicked Goblin turns and runs as fast as it can. The two
Tim spends 1 Combat Actions to reduce his Drain Goblins having seen the power of Tim, decide to run
by 5 points, but he will take 1 Temp Damage. after their friend.
The unaffected Goblin chases after his friends trying
to convince them it was only a scrawny human. He rolls
¤ STEP 3 – CHOOSE A TARGET a Persuasion Test vs. Tim’s T# 10 and succeeds. The
Tim chooses the Target, the entire Zone, which demoralized and panicked Goblins roll Moxie tests again
includes all three Goblins. until they succeed, but by then, Tim is long gone!
14 MAGIC & POWERS SRD

CHAPTER 4: EXPANDED MAGIC RULES


INTRODUCTION
Once you have a hang of the basic rules for using following are considered “standard” for most fantasy
Magic Skills it is time to add on some optional rules. The style settings.

CASTING DORMANT SPELLS


Instead of Activating a spell, you can make it Casting a Dormant spell costs 1 Combat Action and
dormant. A dormant spell is held in reserve and can be the character suffers from Drain as normal. Keeping a
activated later. This is handy when preparing for combat spell dormant requires Concentration.
or if you need to wait to activate a spell later in combat. When a character Activates a Dormant spell, they
are not affected by Drain. Follow the Spell Casting
Flowchart as normal to complete the spell.

CONCENTRATION
Spells require concentration if they are Dormant or if Note: On a scrap piece of paper, write down any
they have a duration of “Concentration”. spell that the character is concentrating on. Include
A spell caster can concentrate on several spells at enough details to remind you what the spell does, its
once, but at a cost. Characters can concentrate on one Level, Target Area, Range, etc.
spell per point of Focus without penalty, minimum of 1. Pennies or those little plastic gems can be a helpful
Each additional spell increases the Level of any spell reminder of how many spells are being maintained.
cast by +1 and all Skill Checks are Wrecked. Characters Simply put one counter on the character sheet per spell
can maintain concentration up to 10 minutes per point of being maintained as a reminder of the penalty.
Focus.

ENDING SPELLS
A spell caster can end any spell that they have created before the Duration has completed. Ending a spell is a
free action.

EFFECTS OF STUN
Spell casters follow all standard rules for Stun. Thus, Active spells that included a Duration of 1 minute or
a Stunned caster loses 2 Combat Actions and is more in their spell description are not affected by
Wrecked as described in the Core Rules. unconsciousness or even death of the caster. See
If a caster becomes stunned or unconscious, then Creating Spells, p16, for more information.
all Dormant and Concentration spells are Broken.
SUNDERED EPOCH:
D20 RPG SYSTEM 15

MAGIC AS DEFENSE
Spell casters must still use the appropriate skill for a they can describe it as using their Magic Skill to deflect
defense, but they can do it with “magical flair”. The the attack. The player should be encouraged to describe
character uses Melee T# and Ranged T# as normal, but the defense appropriately for their magical ability.

MERIT POINTS & SPELL CASTING


Spell casters can spend Merit Points to increase the Increasing the Spell Level in this way does not increase
maximum Spell Level by +1 per MP spent. A maximum the Drain of the spell.
of 2 MP can be spent on increasing the Spell Level.

RITUALS
Rituals other acts. The exact details of the ritual are up to the
Action Cost 10 minutes per Spell Level Narrator or player.
However, rituals are not perfect, and the spell caster
Rituals allow characters to cast spells that exceed must roll a Magic Skill Test with a Target Number based
their Combat Casting ability. Rituals cause drain as on the Spell Level (see below). The spell’s Level is
normal. All rituals require planning, reciting the spell, and calculated normally. The Action Cost for a ritual is 10
minutes per point of the Spell Level.

 RITUAL TARGET NUMBER


The Target Number of performing a ritual is based Note: The base Target Number can be increased or
on the Spell Level and is equal to 10 plus 2 per point of decreased depending on the Setting. If you want ritual
the Spell Level. magic to be rare, then increase the T#. If you want it
common, then decrease it.

Ritual Target Number (Spell Level x 2 + 10)


Spell Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Target
12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50
Number
16 MAGIC & POWERS SRD

CHAPTER 5: CREATING SPELLS


CREATING NEW SPELLS
You can create new spells by using the Spell Design Cheat Sheet and a handful of tables in the book. We
recommend that you write down commonly used spells for quick reference.

 SPELL DESIGN CHEAT SHEET


At the back of the book is a Spell Design Cheat Place one token on each square to represent
Sheet. You can use this to quickly determine the effect spending your magical energies on each effect. A space
of the spell that you are creating. First, determine which with an arrow indicates that you must place an additional
Magic Skill the character is using to determine the token to move to the next higher effect. Once you are out
maximum Spell Level the character can cast. You will of tokens, you have hit your maximum spell Level.
need one token or penny per Skill Point your character The spell’s final stats either use the Level 0 effect or
has spent in the Magic Skill. Thus, if you have 6 SP in the first value to the right of the token.
Fire Magic, then you get six tokens.

LIMITATIONS OF SPELLS
Spells have a few limitations. • If two spells have a similar effect, then use the
• Spells cannot modify Magic Skills. highest modifier, target number, or result. Thus,
• Spells cannot modify the Stun Roll, but they can you cannot cast two “+2 Skill Modifier” spells to
affect the Stun SA. double the effect.
• Spells created via Combat Casting have a
maximum Duration of 1 day.

FIRST STEPS
When creating a spell, the player should tell the
Narrator a summary of what the spell will do. Start off by Spells can do the following:
telling the Narrator what you wish to accomplish with the • Modify a Shot Accuracy, Armor Rating, weapon
spell. This will give the Narrator some clues as to how Glance, or other item trait
powerful the spell is. • Cause or heal Damage (physical, temporary, or
Spells can cause damage, heal wounds, move instantaneous)
things, make something invisible, change physical • Create a Target Number or barrier
properties of objects, alter time, allow communication • Create objects with certain attributes or limits
over great distances and the list goes on. Spells should
not be allowed to change the rules of the game.
SUNDERED EPOCH:
D20 RPG SYSTEM 17
18 MAGIC & POWERS SRD

SPELL PROPERTIES
The sample spells all share common properties listed below.

 NAME
When creating spells, give them a descriptive name. It isn’t just “fire damage”. It’s “Hell’s Breath”.

 SKILL
Many spells can be cast via different Magic Skills. imaginations are not infinite, and it is possible that a
The sample spells include a list of Magic Skills that can Magic Skill could be used to create a spell in a way that
create the spell effect. While we tried to be thorough, our we didn’t think about.

 SPELL LEVEL
The Spell Level is based on the minimum properties of the spell and is a measure of how powerful it is. Each
property of the spell can be increased, which increases the overall Spell Level.

 TYPE
There are three types of spells – Physical, Mental, and Intangible.
Physical spells affect the real world. Mental spells warp a character’s perception of reality. Intangible spells affect
character’s spirit or blend mental, physical, and spiritual effects together. The spell’s Type can affect how a character
can resist the spell.

 RANGE
Level Range electronics to view your target requires Clairvoyant
0 Touch Range.
+2 Visual Clairvoyance Range increases the Level by +4 and
+4 Clairvoyance can be used to cast spells on anything well known to the
+6 Trans-dimensional caster. The caster must have spent at least one full hour
studying the target in detail. This could include having an
object that belongs to the target, such as hair, a personal
Spells can use four types of Range: Touch, Visual
possession, etc. If the caster is not familiar with the
Range, Clairvoyance, and Trans-dimensional.
target, then the range is limited to Visual Range or Touch
Touch Range is limited to the distance a spell caster
range.
can physically touch its target. Unwilling targets of touch
Trans-dimensional Range allows spell casters to
spells must be attacked using Melee Combat.
cast spells on targets across dimensions. The caster
Visual Range is limited to the distance that the
must have intimate knowledge of the target and the
character can see and increases the Level by +2. If the
dimension they wish to affect, and they must have
caster cannot see its target due to blindness, obstacles,
studied both for a minimum of 8 hours. This may require
or darkness, then the spell is limited to a range of Touch
succeeding a Trans-Dimensional Theory skill check
or Clairvoyance. Visual Range only applies to natural
(typically T# 30).
vision or with lenses like binoculars. Attempting to use
SUNDERED EPOCH:
D20 RPG SYSTEM 19

 TARGET/USES
A spell can affect individual targets or a Zone. Targeted spells select specific targets within the spell’s range and
Target Area. Spells that target the Zone affect all characters and objects inside the Zone.

 TARGETS
Level Targets Zones targets that are all touching each other can all be
0 1 Target in 1 Zone None affected at the same time. Using Touch spells against
+1 2 Targets in 1 Zone  unwilling targets may require increasing the Number of
+2 4 Targets in 1 Zone 1 Zone Uses, see below.
+3 6 Targets in up to 2 Zones  Ranged spells can affect multiple characters at the
same time. The Targets column shows the maximum
+4 8 Targets in up to 2 Zones 2 Zones
number of Targets that can be affected and the number
+5 12 Targets in up to 3 Zones 3 Zones
of zones the spell can be spread to.
+6 16 Targets in up to 4 Zones 4 Zones
The Zones column shows how many zones the spell
can affect regardless of the number of characters in the
Touch spells can only affect characters that are zone. All affected zones must be adjacent to each other.
touched when the spell is Activated. However, willing

 NUMBER OF USES
Level Uses
0 1 A spell caster can build up additional magical energy
+1 2 to use a spell more than once. This allows the spell
+2 4 caster to track the spell as if it was a sort of magical
+3 6 ammunition. Each use requires a separate Activation.
However, until all uses are spent, or the caster ends
+4 8
the spell, any unused spells are treated as Dormant
+5 12
spells for purposes of Concentration.
+6 16

 ACTIVATION
Each spell has an Activation property of Automatic, Melee Attack, or a Magic Attack. This is determined by
following the Spell Casting Flowchart based on the Range, Target, and if it is a willing recipient or not.

 DEFENSE
When a spell caster attempts to activate a spell, they must defeat the target’s Defense value. The defense used
depends on a couple of factors and is illustrated by following the Spell Casting Flowchart.

 EFFECT
The Effect can be summarized into game effects This is discussed in more detail under Spell Effects,
such as: Glance Damage, Direct Damage, Target page 21.
Number, Modifier, Armor, and a handful of other items.
20 MAGIC & POWERS SRD

 DURATION
Level Duration
0 Instant/Concentration Spells can have a duration of Instant, Concentration,
+1 1 minute (combat) or a time limit. Instant spells affect the Target for only a
+2 10 minutes moment and then end. Concentration spells last until the
+3 2 hours spell is broken or the caster ends the spell or becomes
Stunned or Unconscious.
+4 1 day*
+5 10 days
+6 3 months (100 days) Note: The maximum duration for spells cast using
Combat Casting is 1 day. Rituals can have longer
+7 3 years (1000 days)
duration.
+8 Permanent
*Maximum for Combat Casting

 RESISTANCE
Any spell that has a Duration longer than “Instant” The Resistance skills must be appropriate for the
includes a Resistance value. This is the list of skills that spell effect. Physical spells use a physical skill such as
can be used to break the spell. If a skill check rolls equal Acrobatics, Stamina, Legerdemain, Toxin Defense, and
to or higher than the Target Number, then the spell is so on. Mental and Intangible spells typically use the
Broken. Magic Defense skill, but they might use other skills such
as Perception, BS Meter, or Moxie.

 TARGET NUMBER
Level Target Number
0 Magic SA The Resistance Target Number is used for the
+1 +2 Resistance skill check. The Target Number has a base
+2 +4 value equal to the caster’s Magic Skill Shot Accuracy,
+3 +6 but the caster can increase the Target Number by
increasing the Spell Level.
+4 +8
+5 +10
+6 +12

 DESCRIPTION
The spell’s description details how the spell functions, how it looks, and its effect. If there is any clarification that
need to be noted, it should be included in the spell description. If you are creating a new spell, the Narrator may have
limits.

 BOOSTS
Boosts are upgrades to the spell and include the Spell Level for choosing the Boost. These are provided as quick
references to let you make more powerful versions of the spell. Many boosts can be chosen multiple times to make
the spell even more powerful. Thus, a character could pick a boost of “+1 Level – Increase Glance by +1d6” and
choose this several times, up to their character’s Spell Level limit.
SUNDERED EPOCH:
D20 RPG SYSTEM 21
SPELL EFFECTS
Spells can include a wide range of effects from Most spell effects can be associated with a set of
modifying a skill, lifting heavy objects, granting secret numbers or modifiers such as a skill check, Glance Dice,
knowledge, and more. This section focuses on the skill modifiers, and so on. You can mix and match
details of creating a spell and defining its Level. bonuses and dice as appropriate for the spell.

 ANIMATION
Animation Necromancy spells can modify any Attribute by +1
Level Size Agi Phy per spell Level, but Puppetry spells can only modify
Agility and Physique. If a Necromancy spell animates a
1 Miniscule 3-6 cm 0 -5
corpse with a Focus of -4 or higher, then it can think for
2 Fine 6-12 cm 0 -4 itself, problem solve, and improve its Attributes and
3 Diminutive 12-25 cm 0 -3 Skills over time.
4 Tiny 25-50 cm 0 -2 Animated objects retain certain traits based on their
5 Small 0.5-1 m 0 -1 original form. An animated wooden table would have a
6 Medium 1-2.5 m 0 0 TAR based on its material. If higher than the score
7 Large 2.5-5 m -1 2 created by the spell, an animated human corpse might
have an Agility and Physique equal to what it had in life.
8 Huge 5-10 m -2 4 The Narrator may need to decide what extra traits the
9 Gigantic 10-20 m -4 8 animated object has.
10 Colossal 20+ m -4 16 Animated objects typically have the following
nonhuman traits:
Puppetry and Necromancy spells can create NPCs • Bloodless
by animating objects or corpses. First, start with the size • Deadened
of the object to determine the base Agility and Physique • Fearless
for the animated object. • Lifeless
Animated objects begin with a -5 Focus and -5 Guile
• Undead*
and no skill points. This allows the animated object to
• Unhealing
follow simple commands by the spell caster, but not to
*If the object is animated with Necromancy then it
think for itself.
also gains the “Undead” trait.

 ARMOR
Armor
Level Armor
+1 2 TAR Magically created armor grants a 2 TAR per Level of
+2 4 TAR the spell. This assumes the AR affects the entire body.
+3 6 TAR Modifying existing armor uses the Modifier bonus.
+4 8 TAR
+5 10 TAR
+6 12 TAR

 BARRIERS
Spells can create physical or mental barriers that barrier to be able to slip through. However, unlike normal
prevent a character from moving past the effect area. barriers, magic barriers repair themselves. Any damage
These spells might include walls of ice, shrubbery, and caused to a barrier is repaired at the end of the
other solid objects. Or they might simply be an invisible character’s turn.
line in the sand that prevents a character from crossing Mental barriers can only be defeated by Resisting
the line. the spell with a mental skill. If the Resistance succeeds,
Physical barriers can be resisted using Stamina, then the character can move through the barrier.
Legerdemain, or by causing enough damage to the
22 MAGIC & POWERS SRD

 COUNTER SPELLS
Counter Spells create a Target Number, as If a Counter Spell affects a Zone, then any Active
described on page 20. An affected spell must roll a Test magical effect that enters the Zone must make a Test or
using the caster’s Magic SA + 1d20. If the Test fails, then be Broken. Any spells cast within the Counter Spell Zone
the spell is broken. must succeed the Test or become Broken.
Counter Spells can target individual named spells or The caster of the Counter Spell can specify Triggers
characters, or zones. to exclude friendly spells.

 DAMAGE
Damage targets or a Zone. A target that is attacked with a Direct
Level Physical Temporary Instant Damage spell may attempt to roll a Resistance check vs.
+1 1d6 1d6 +1 1d6 +2 the spell’s Target Number. On a success, then the spell
+2 2d6 2d6 +2 2d6 +4 is Broken, and no damage is taken.
+3 3d6 3d6 +3 3d6 +6 Glance Damage – Glance Damage is treated like
+4 4d6 4d6 +4 4d6 +8 normal weapon damage and is used against individual
+5 5d6 5d6 +5 5d6 +10 targets. Armor reduces Glance Damage as if it was a
+6 6d6 6d6 +6 6d6 +12 normal weapon attack. In addition to the Glance Dice
created by the spell effect, add the Spell Caster’s Magic
Damage effects can cause either Glance Damage or Attribute to the Glance Roll.
Direct Damage. Temporary & Instant Glance – A spell that causes
Direct Damage – Direct Damage is an Intangible Temporary Damage will gain a +1 bonus to each die of
effect that bypasses armor and can be cast on individual damage. Instantaneous Damage spells gain +2 for each
die.

 DAMAGE SPELLS & DURATION


Spells that heal damage cannot have a Duration spells with a Duration other than “Instant” must include a
other than “Instant”. Resistance and Target Number. This might include a
Damage effects take place on the Spell Caster’s wall of fire or a Direct Damage spell that injures a
Turn. character over time. Follow the standard rules for
Glance Damage spells with an Instant Duration do Resistance Checks on p9.
not include a Resistance or Target Number. All Damage

 ENLARGEMENT & SHRINKING


Spells can make Targets larger or smaller. You can
Level Size increase or shrink an object one size category with a +4
+4 Increase 1 Size Category Level.
+4 Decrease 1 Size Category If cast on a character, the character and all its
belongings are affected. For purposes of combat,
creatures use the base modifiers listed in the Creature
Size table.

Creature Size
Stealth Base Glance
Size Weight T# Physique Luck Glance Mod
Tiny 25-50 cm 1-4 kg 14 -2 +4 1d6 Temp -1d6
Small 0.5-1 m 2-30 kg 12 -1 +2 1d6 Temp None
Medium 1-2.5 m 15-250 kg 10 0 0 1d6 Temp None
Large 2.5-5 m 125-2000 kg 8 +2 -2 1d6 Physical +1d6
Huge 5-10 m 1,000-16,000 kg 6 +4 -4 2d6 Physical +2d6
SUNDERED EPOCH:
D20 RPG SYSTEM 23
 ITEM CREATION
Level Item Simple – These items are basic forms based on a
0 Primitive single type of Primitive item. These can include simple
+1 Simple hand tools or weapons such as iron daggers, a stone
+2 Compound statue, an ice sculpture, etc.
+3 Construct Compound – Compound objects mix and match
primitive items to create “crafted” objects. These might
+4 Automaton
include a loaf of bread, a hammer with a handle wrapped
+5 Sentience
in cord, a wooden ladder with iron nails, etc.
+6 Life
Construct – Combining multiple compound objects
can create a Construct such as a toy soldier, an engine,
Magic can create objects from primitive objects like a functional heart, etc.
water, to complex mechanical or electronic devices. The Automaton – Constructs that have been
more complex the item, the more difficult the spell. programmed to perform certain functions or tasks are
These objects are created from pure magical energy and Automatons. They generally have one purpose.
when the spell ends, they disintegrate back to magical Sentience – Magically created items can be created
energy. with human-like intelligence. These items are treated like
Duration – Item creation follows the standard NPCs as described under Animation, p21. Sentient
guidelines for spell duration. If the spell ends, the item items can learn skills and improve over time.
disappears. Life – Creating life enables the creation to grow,
Mass – In addition to the item complexity guidelines, evolve, and reproduce (if the caster intended). Offspring
item creation is based on the Mass of the object. See of magically created life have a lifespan equal to the
Mass later in this section. original spell’s Duration.
Primitive – Primitive objects tend to be formless
base materials such as sand, water, iron, and so on.
They tend to be without form or function.

 LIFE & DEATH EFFECTS


Spells that cause instant death or bring characters character disfigured or it might only affect their
back from the dead, have special restrictions. equipment.
All instant-death spells have a base spell Level of 10 However, if the extra Resistance check fails then the
and the target gains an EXTRA Resistance check. If the character dies.
extra Resist Magic roll succeeds, then the spell does not Likewise, bringing characters back from the dead
kill the character but might cause other effects. requires a Level 10 effect. Add the Time modifier for how
Typically, the effect is translated to 10d6 damage long the character has been dead. Thus, trying to raise
instead. This could cause a crippling wound or leave the a 300-year-old skeleton from the dead will add +9 to the
spell Level.

 MAGICALLY CREATED WEAPONS


If you use magic to create a weapon, it assumes the The Glance of a magically created weapon ignores
shape of whatever weapon you desired and is made of the rules for normal weapons. There are no modifiers for
magical energy. Weapons created by magic ignore the crushing or piecing weapons.
user’s Melee Glance Modifier but add the caster’s Magic The Shot Accuracy for using the magically created
Attribute to the Glance. They have no weight and gain weapon is based on the type of weapon created. Thus,
no bonus to their Glance unless the bonus is created a magical firearm uses the Ranged Combat skill while a
with magic. magic sword uses the Melee Combat skill.
The Range of the spell depends on the type of For all other purposes, treat Magically Created
weapon created. Melee weapons use Touch Range and Weapons as standard weapons.
ranged weapons use Visual Range.
24 MAGIC & POWERS SRD

 MASS
Glance
Level Modifier KG/Liters Item creation, Puppetry, and teleportation are
dependent on the weight of their target.
+1 -4 1/2/3
Glance Modifier – The Glance Modifier relates to
+2 -3 4/8/12
how strong a spell is. If an item is used to attack a
+3 -2 9/18/27 character, the level of the spell determines the Glance
+4 -1 16/32/48 Modifier for the attack.
+5 0 25/50/75 KG/Liters – The table includes three values based
+6 +1 36/72/108 on the Encumbrance table from the SE:20 SRD. The
+7 +2 49/98/147 Normal Load is used for Creation effects. Teleportation
+8 +3 64/128/196 uses the Max Load. Puppetry spells are affected by
+9 +4 81/162/243 Encumbrance and follow standard Encumbrance rules.
+10 +5 100/200/300

 ITEM CREATION
Creating items uses the Normal Load value. Thus, creating 18 liters of water is a +5 Level effect. Additional
effects can be added to the creation based on its complexity. See Item Creation, p23.

 PUPPETRY
Puppetry spells can move an item. Use the caster’s Puppetry spells also suffer from Encumbrance. If a
Magic SA as the object’s Movement SA. The speed of spell attempts to lift an object that exceeds its
the Puppetry can also be modified by the spell. Unencumbered Weight, then any actions attempted with
Using Puppetry to attack a character with a levitating the spell are penalized as described under
object requires concentration and any attack uses the Encumbrance in the SE:20 Core Rules SRD.
spell caster’s Combat Actions and Magic SA for the
Melee Attack.

 TELEPORTATION
Teleportation allows the caster to move objects and Range (0) to the caster’s hand. Teleporting an object
creatures through time and space up to the Max Load from one side of the room to the other would use Visual
listed. Teleportation happens instantaneously. Once Range (+2) to the Target and Visual Range (+2) to the
Teleported, the item or creature remains at the new destination.
location and can act or be used normally until another Teleporting unwilling characters is treated like an
teleportation spell sends it somewhere else. attack. Additionally, the target can make a Resistance
Teleportation uses the range to the Target and to the roll using their Magic Defense skill. If you are attempting
destination. Thus, you might add two range modifiers. to Teleport an object that is in the possession of a
Teleporting an object across the room into the caster’s character, then the character may resist the spell due to
hand uses Visual Range (+2) to the target but Touch the character’s aura.

 MENTAL EFFECTS
Mental effects can create hallucinations, If the Activation succeeds, then the character
compulsions, and false thoughts. Mental spells typically believes that the objectives of the spell are true and of
have an objective, what you want the target to do their own thinking. They must make every effort to
because of the spell. As a general guide, spells can only complete the objectives created by the spell as
create one type of command or objective per point of described under Resisting Mental Spells, p9.
Level.
SUNDERED EPOCH:
D20 RPG SYSTEM 25

 MODIFIER
Modifier
Level Modifier Modifying an existing object, die roll, or skill grants a
+1 +1 +1 bonus or penalty per +1 Level. The bonus can be
+2 +2 applied to Armor, Glance, Shot Accuracy, or any other
+3 +3 modifier. Attributes cannot directly be modified, but skills
can.
+4 +4
Spells cannot not modify the Stun Roll but may
+5 +5
modify the Stun skill.
+6 +6

 MOVEMENT
Level Movement SA Spells that create effects based on the movement of
0 Magic SA an object, such as flying or levitating, will often need a
+1 +1 SA separate Level modifier.
+2 +2 SA The Movement table shows that if a spell will cause
+3 +3 SA an object to move, it can move up to the caster’s Magic
SA score. Use the Movement table from the SE:20 Core
+4 +4 SA
Rules SRD.
+5 +5 SA
Speed can also be modified in the same way as
+6 +6 SA
increasing skills. Thus, to increase a character’s
movement SA by +2, it will increase the spell Level by
+2.

 SPECIAL EFFECTS
Special Effects reality depends on the game world’s Setting, so this is
Level Example not a strict definition).
1-2 Mundane, easily confused for non-magical Where possible, the Narrator should try to tie the
effects spell effect to a numeric value. That way you can stay
3-4 Difficult to explain without the use of magic consistent.
5+ Impossible to explain other than by magic As a general guideline, spell effects that have an
Effect Level less than 5 could be assumed to be
something mundane like a skill or technology. Effect
If the spell cannot be associated with a number or
Levels of 5 or greater become more difficult to justify as
dice, then the Narrator can assign a Special Effect
anything other than magic.
modifier. As a basic guideline, no spell effect can have
Most effects will have a Level modifier between 1-5
an Effect Level below 1. Also, spells that break the laws
but some spells could have up to a +10 Level effect. The
of reality are higher on the scale of power (however,
Narrator can assign even higher modifiers based on how
much the effect will distort reality.
26 MAGIC & POWERS SRD

 TIME
Level Time
+1 1 minute Some spells are used to look into the future or past.
+2 10 minutes Or in the case of resurrection spells, there is a limit to
+3 2 hours how long ago that the target died.
+4 1 day The Time listed illustrates the actual length of time
from the moment when the spell was activated. Thus, a
+5 10 days
character that died ten minutes ago will need at least a
+6 3 months (100 days)
+2 Level to revive them. To see into the future 1 minute
+7 3 years (1000 days)
from this very moment requires a +1 Level.
+8 30 years
+9 300 years
+10 Infinite (3000 years)

 TRIGGERS
Level Triggers Triggers are conditions that cause a spell effect to
+0 2 Triggers activate. Every spell can have two triggers for free, but
+1 4 Triggers additional triggers will increase the spell’s Level.
+2 8 Triggers Triggers are normally given to spells that have a
+3 16 Triggers Duration like a curse or protection spell.
Triggers can also be used to create exceptions to
the spell. Thus, the caster can affect an entire Zone
except two allies who happen to be in the zone.
SUNDERED EPOCH:
D20 RPG SYSTEM 27

SPELLS BY MAGIC SKILLS


This section is intended to help clarify what kinds of spell effects can be created by each Magic Skill. These are
not the only effects that could be covered by the Magic Skill and the Narrator has final ruling if the effect can be
accomplished with the Magic Skill used. But some of the suggestions below are probably not obvious.

 AIR
A gust of wind. A cloud of smoke. These are the core • Clear or poison the air or create a vacuum
of Air Magic at its most basic. But it is so much more. Air • Create Barriers with Target Numbers
Magic can: • Lift objects
• Cause Direct Damage, Glance Damage, • Allow characters to fly, lighten their
Temporary and Instantaneous Damage encumbrance, hamper or increase their
• Create swirling armor movement, and more.

 ANIMALISM
Animalism includes speaking with animals to • Create animal-inspired armor
transforming into animals and taking on animalistic • Command animals
properties. This enables the caster to create spells with • Polymorph into a creature
the following properties: • Communicate with animals
• Create magical weapons like claws, tails, horns, • Summon animals to do tasks for you
etc. • Enhance skills by adopting animalistic traits

 AUGMENTATION
Augmentation magic can alter the properties of • Cause Direct Damage including Physical,
creatures, objects and characters. Most Augmentation Temporary, or Instantaneous damage.
magic creates a modifier. However, it can cause • Create armor-like effects or weaken armor.
penalties just as easily. • Simulate illness, weakness, or enhancements.
Augmentation spells can create the following • Heal injuries by amplify the healing properties of
effects: food and medicine.
• Create bonuses or penalties to skills or tools

 BANISHMENT
Banishment spells can create magical barriers that • Create Target Numbers to prevent certain
protect the target or alert the caster to danger. actions against the target (such as attacks or
Banishment spells: deception)
• Create Barriers to prevent named targets from • Alert the caster of intruders, or if an object is
entering or leaving an area. moved
• Compel a creature to leave the Target zone via • Create modifiers to recover from disease
a Target Number. • Create armor-like effects
28 MAGIC & POWERS SRD

 CLAIRVOYANCE
Clairvoyance typically grants bonuses to skill checks • Gather information on objects or people by
due to premonitions. It can also provide the character using the Time effect and a Target Number
information by showing the caster glimpses of an item’s similar to Perception results.
future or past, using Time. Clairvoyance can be used to: • Communicate telepathically.
• Modify skill checks for the duration of the spell, • Detect objects, creatures, or energies
usually BS meter, Research, or specifically undetectable to normal human senses (detect
named skills. poison, disease, magic, etc.)
• Travel the Astral Plane, as if a ghost.

 DIMENSIONAL
Dimensional spells can create the following effects • Bind targets by suspending them in time.
by altering time and space: • Travel through time* using the guideline for
• Teleport objects or creatures between points. teleportation, but also time and range.
• Create armor or weapons by warping reality
around a space. A word of warning. Time travel can be exceedingly
• Cause Direct Damage or Glance Damage. difficult to manage in a game. Unless the entire group
• Alter the size of an object. goes back in time, the Narrator may choose to overrule
• Grant a bonus to skill checks due to altering time this option.
or shifting reality.

 EARTH
Earth magic can create armor, weapons, entangle • Bind targets in stone, by creating a Target
and trap targets, or be used for artistic or engineering Number.
purposes. • Cause Glance Damage.
Earth Spells can create the following effects: • Move or alter stone, mud, sand, etc.
• Create physical barriers and walls by creating a • Create armor-like effects.
Target Number. • Create objects from dirt and stone.

 FLORAGENOSIS
Floragenosis is the magic of communion with plants • Cause Glance damage via constricting vines or
and nature. It has a wide range of magical effects: via explosive pods.
• Animate plants as described under Puppetry. • Bind opponents by creating a Target Number.
• Use plants to provide information similar to the • Teleport from one plant to another, provided the
Grapevine skill. plants are large enough to conceal the
• Create Barriers made of plants. character’s entire body.
• Create weapons and armor made of plant • Craft and modify wood, vines, etc. into tools or
material. art.

 FIRE
Fire is mesmerizing and necessary for human • Create protective auras that cause Glance
evolution, but it is also dangerous and destructive. Fire Damage to any who attempt melee attacks.
magic can be used to create the following effects: • Start or manipulate fires.
• Glance Damage. • Enhance social skills by use of fire for artistic
• Barriers that have both Target Numbers and flair.
cause Glance Damage. • Create or amplify light.
• Enable a character to fly using jets of flames.
SUNDERED EPOCH:
D20 RPG SYSTEM 29
 HEALING
Magical healing can do amazing things, including: • Enhance a character’s Toxin Defense skill.
• Healing or causing Direct Damage. • Regrow lost limbs.
• Wake a character from unconsciousness. • Return a character from the dead by using Time
• Cure or create disease. plus Life & Death Effects.
• Cure poison by creating a skill modifier and
triggering a Recovery Test

 ILLUSION
Illusions create objects in the real world that can be • Modify skills such as Deception, Persuasion,
sensed using the character’s senses of touch, taste, Artistic Ability, Music Ability, or even Grapevine.
smell, hearing, and sight. Illusions are extremely diverse • Create Temporary or Instant Glance Damage.
and flexible spells. We have tried to summarize their • Create Barriers by creating Target Numbers.
uses below.
• Create light and false images, scenes,
creatures, or objects and create a Target
Number for Perception or Detect Aura.

 NECROMANCY
Necromancy is the study of death and enables a • Animate corpses
character to: • Inflict magical diseases that cause modifiers to
• Cause Direct Damage or Glance Damage skills
• Heal damage after causing damage to others • Bind spirits to objects, places, or characters as
• Speak with the dead via the Time effect. if creating a magic device
• Command undead by creating Mental spells.

 POLYMORPHOSIS
If you’ve been turned into a newt, you’ve been • Give a character new abilities like flying, a tail,
affected by a Polymorphosis spell. Here are some of the poisonous bite, etc.
effects Polymorphosis can have: • Convert one material to another for the duration
• Change the size, shape, or weight of a Target of the spell (lead to gold) based on its Mass.
• Modify skills by physically altering the character

 PUPPETRY
Puppetry spells can cause targets to move including • Attempt to control animated objects.
objects or characters. • Cause Direct Damage or Glance Damage.
Puppetry magic can do the following: • Modify the Glance of a weapon.
• Move an object or character by using the Mass • Increase or decrease a character’s
effect encumbrance.
• Unlock doors or force open doors. • Modify the Movement of a character or allow
• Enhance or hamper the movement of objects or them to hover.
characters. • Create armor or shield-like effects.
• Construct objects or tools from available parts in • Create weapons made of telekinetic force.
the target area. • Create barriers of force.
30 MAGIC & POWERS SRD

 WAKING DREAM
Waking Dream causes magical delusions that • Change or implant a false memory.
appear to be real to the character affected. These spells • Send a message over a long distance, such as
include the following effects: a verbal message or full visual and auditory
• Commanding a character to take an action, like hallucination.
“go away”, or “protect me”. • Trigger a Moxie test due to Morale or Sanity.
• Create an image or scene in a character’s mind
they perceive as real.

 WATER
Like the ebb and flow of the waves, water magic has • Create barriers or entangle targets with Target
a rhythm and force. It can be gentle and soothing or Numbers with swirling waters.
powerful and destructive with the effects below: • Create armor-like effects.
• Cause Glance Damage or Area of Effect • Purify or poison water.
Glance. • Create magic weapons with the crushing
• Create water or make it evaporate. damage type
• Detect water. • Allow characters to breathe under water.
• Modify water, such as boiling or freezing it, even • Using jets of water to enhance a character’s
inside a character’s body (Direct Damage). movement, even to the point of flying.
SUNDERED EPOCH:
D20 RPG SYSTEM 31
CREATING SPELLS STEP BY STEP
You can create spells during the game, or you can write them down for use later in the game. In this section we
will create a handful of spells as if we were playing the game.

 FIREBALL
Everyone likes a good explosion so we figured we But this is just the beginning. Our character has 6
would start with a classic fireball. First, we describe the AP in his magic skill so we can increase this spell quite
spell – “Fireball creates a fiery explosion.” a bit. So, with 6 AP, we can create several different
We start with the base spell properties. With a fireballs depending. The base spell is Level 1, and we
Range of Touch, the explosion will begin at the tips of have 5 Levels to play with. So, we want to make it fill an
our character’s fingers and affect 1 character. And since entire Zone and cause maximum Glance Damage.
this is an explosion, it is an instant spell with 1d6 Glance
Damage.
This represents the minimum Spell Level we can
create. So, at this point, our spell has the following stats:

Name Fireball
Level 1
Type Physical
Range Touch (0)
Target 1 Character in 1 Zone (0)
Activation Melee Attack
Defense Melee T#
Effect 1d6 + Magic SA Glance (1)
Duration Instant (0)
Resistance None
Target # NA Or we could increase the Range to Visual (+2) and
Description
increase the Glance to 4d6 (+3).
Fireball creates a fiery explosion.

Our Spell Design Cheat Sheet looks like this:


32 MAGIC & POWERS SRD

 SKILL BOOST
This is a generic spell that will give the character a Now we can boost this basic spell to make it more
bonus to a skill check. Our spell description is, “This spell powerful. With our 6 AP, our character can cast up to
grants a bonus to a single named skill.” However, we can Level 6. This gives us 5 Levels to play with.
invert this and make it a penalty instead. We can give a single target up to a +6 bonus to a
In this case, we have to define if this will be a skill (1 base +5).
physical, mental, or intangible bonus. Since the
character casting the spell uses the Waking Dream, they
can only create mental or intangible effects.
We start with the base spell with a Range of Touch,
Duration of Concentration, and 1 Target. But our effect
will start with a +1 bonus to a single skill. So, our basic
spell has the following stats:

Name Skill Boost


Level 1
Type Mental
Range Touch (0)
Target 1 Character in 1 Zone (0)
Activation Melee Attack
Defense Melee T#
Effect 1d6 + Magic SA Glance (1)
Duration Concentration (0)
Resistance Magic Defense
Target # Magic SA
Description Or we can increase the number of targets to 4 (+2
This spell grants a bonus to a single named skill. Level) and increase the bonus to +4 (1 Base Level +3
Level).
This basic spell looks like this on our Spell Design
Cheat Sheet:
SUNDERED EPOCH:
D20 RPG SYSTEM 33

 WALL OF FIRE
Since we’re playing with fire, let’s create a wall of But we want to prevent characters from moving
fire. As a minimum, the wall will simply cause fire through the wall so we’re going to create a barrier of heat
damage. We start with the description: “This spell and wind and maximize the damage. Now we have a
creates a barrier of flames that blocks movement and Target Number and it causes 3d6 Glance. The new spell
causes damage to any creature that moves into the looks like this:
area.” The spell will last as long as the caster
concentrates on the spell. Since the spell has a Duration,
we need to assign a Resistance and Target Number. We
figure that Acrobatics or even Movement might
This gives us the following basic properties:

Name Fire Wall


Level 1
Type Physical
Range Touch (0)
Target 1 Object in 1 Zone (0)
Activation Melee Attack
Defense Melee T#
Effect 1d6 + Magic SA Glance (1)
Duration Concentration (0)
Resistance Acrobatics, Movement
Target # Magic SA
Description
This spell creates a barrier of flames that blocks
movement and causes damage to any creature that
moves into the area. Lastly, we want to turn the wall of fire into a zone of
fire.
The Spell Design Cheat Sheet looks like this:
34 MAGIC & POWERS SRD

CHAPTER 6: SAMPLE SPELLS


SPELL DESCRIPTIONS
The sample spells below include basic descriptions. Boosts – Each sample spell includes one or more
As each spell can often be created using numerous “Boosts”. These are not the only boosts a spell can have
Magic Skills, we include several examples of names of but are some of the most obvious ones.
spells to illustrate how the spell might be used. Choosing a Boost increases the spell Level and you
Each spell’s description is open to interpretation and can add additional boosts to make the spell even more
creative flair. As long as the in-game effect doesn’t powerful. Boosts that offer a +1 or +1d6, can be add
change, the player can describe the visual effect of the multiple times.
spell in any way they choose.

SAMPLE SPELLS
Name Animate Medium Corpse Boosts
Skill Necromancy, Puppetry +4 Levels – Increase Duration to 1 day
Spell Level 6 +1 Level – Increase Attribute by +1
Type Intangible +1 Level – Animate Large Sized Creature
Range Touch (0)
Target 1 Object (0) Name Animate Small Object
Activation Automatic Skill Puppetry
Defense None Spell Level 5
Effect Animation (6) Type Intangible
Duration Concentration (0) Range Touch (0)
Resistance None Target 1 Object (0)
Target # NA Activation Automatic
Description Defense None
This spell animates a recently dead corpse with the Effect Animation (5)
same Agility and Physique as it had in life or 0, Duration Concentration (0)
whichever is higher, but a Focus and Guile of -5. The Resistance None
corpse retains other traits such as natural armor, Target # NA
natural weapons, etc. All skills reduced to 0 SP. Description
This spell animates a small sized object like a chair or
Corpses lose 1 point of Physique per day of decay. stool, or end table. The object has Agility 0, Physique
Necromancy spells preserve the corpse for the -1, Focus -5, and Guile -5 and follows all modifiers for
duration of the spell but give the corpse the Undead a Small Sized creature.
trait. In addition, a decaying corpse emits a Necrotic
Stench. The object retains all traits it had prior to animation
such as armor rating based on the material from which
Animated Corpses have the following traits: it is made or objects that can be used as weapons. If
• Deadened an object has an existing physical Attribute that is
• Fearless higher than the Attribute created by the spell, such as
• Lifeless a Robot with a Physique of 3, then the animated
• Undead (Necromancy only) object retains that Attribute score.

Animated Furniture have the following traits:


SUNDERED EPOCH:
D20 RPG SYSTEM 35
• Deadened Effect Barrier (0)
• Fearless Duration Concentration (0)
• Lifeless Resistance Magic Defense
Target # Magic SA +2 (1)
Boosts Description
+4 Levels – Increase Duration to 1 day Mental barriers create invisible lines that characters
+1 Level – Increase Agility or Physique by +1 cannot cross. The barrier can block “all” characters or
+1 Level – Animate Medium Sized Object named characters or traits. The spell is usually cast
on a doorway, hallway, or other narrow path.
Name Astral Projection Characters are compelled to stop moving before
Skill Clairvoyance crossing the barrier. If they should accidentally cross
Spell Level 4 the barrier or are forced over the line, the barrier
Type Intangible compels them to return to the other side of the barrier.
Range Touch (0)
Target 1 Character (0) Mental barriers do not block attacks or line of sight.
Activation Melee Attack
Boosts
Defense Melee T#
+1 Level – Add +2 TAR to the barrier
Effect Special (4) +1 Level – Add +2 to the Target #
Duration Concentration (0) +1 Level – Increase Duration to 1 Minute
Resistance Magic Defense
Target # Magic SA Name Barrier, Mental Damaging
Description
Skill Animalism, Banishment, Waking Dream
Astral Projection allows the target character to
Spell Level 2
observe the world as if they have left their body, travel
from that point, and observe the world as if they were
Type Mental
physically present. The character’s perspective can Range Touch (0)
move at a speed equal to the caster’s Magic SA. The Target 1 Object (0)
target character can use their Awareness skills as Activation Automatic
normal, but they may not touch or move objects. Defense None
Effect Barrier, 1d6 Direct Damage (1)
The Astral Projection cannot move through solid Duration Concentration (0)
objects and must follow all general rules of physics as Resistance Magic Defense
if the character were moving in the real world. Thus, Target # Magic SA +2 (1)
they cannot walk through walls or closed doors. Description
Damaging Mental Barriers are treated like standard
Characters in the area with an Astral Projection may Mental Barriers but cause a character Direct Damage
become aware that they are being observed by using each time they attempt to cross the barrier. If the
Detect Aura in a contest with the character’s character is forced past the barrier, the character
Deception. takes damage each Round until they return to their
side of the barrier or the spell is Broken.
Characters under the Astral Projection spell gain the
following traits: Boosts
• Incorporeal +1 Level – Add +1d6 Glance Dice
• Invisible +1 Level – Add +2 TAR to the barrier
+1 Level – Add +2 to the Target #
Boosts +1 Level – Increase Duration to 1 Minute
+1 Level – Allow the Target to move +1 Level of Mass
+3 Level – Increase Duration: 2 hours Name Barrier, Physical
Air, Dimensional, Earth, Floragenosis,
Skill
Name Barrier, Mental Puppetry, Water
Skill Animalism, Banishment, Waking Dream Spell Level 1
Spell Level 1 Type Physical
Type Mental Range Touch (0)
Range Touch (0) Target 1 Object (0)
Target 1 Object (0) Activation Automatic
Activation Automatic Defense None
Defense None Effect Barrier (0)
36 MAGIC & POWERS SRD

Duration Concentration (0) Additionally, physical barriers can be weakened by


Resistance Special, see description attacking the barrier. Each point of damage reduces
Target # Magic SA +2 (1) the spell’s Target # by 1. The Barrier repairs all
Description damage at the end of the character’s Turn.
A Physical Barrier creates a wall on a hallway,
doorway, or other narrow passage that blocks the Boosts
path. Physical barriers block attacks through the +1 Level – Add +1d6 Glance Dice
barrier and are usually visible. +1 Level – Add +2 TAR to the barrier
+1 Level – Add +2 to the Target #
The spell’s resistance depends on the Magic Skill +1 Level – Increase Duration to 1 Minute
used to create the barrier.
• Acrobatics: Dimensional, Earth, Name Binding, Mental
Floragenosis, Water Animalism, Banishment, Necromancy,
Skill
• Legerdemain: Floragenosis Waking Dream
• Stamina: Air, Dimensional, Puppetry Spell Level 1
Type Mental
Additionally, physical barriers can be weakened by Range Touch (0)
attacking the barrier. Each point of damage reduces Target 1 Character (0)
the spell’s Target # by 1. The Barrier repairs all Activation Melee Attack
damage at the end of the character’s Turn. Defense Melee T#
Effect Mental Effect
Boosts Duration Concentration (0)
+1 Level – Add +2 TAR to the barrier Resistance Magic Defense, Moxie
+1 Level – Add +2 to the Target # Target # Magic SA +2 (1)
+1 Level – Increase Duration to 1 Minute Description
A Mental Binding spell compels the character to stand
Name Barrier, Physical Damaging still or not move in some way. This could be simply by
Air, Dimensional, Earth, Floragenosis, telling them not to move or creating the delusion that
Skill
Puppetry, Water they are held in place by ropes, a net, or other cause.
Spell Level 2
Type Physical This spell prevents a character from moving,
Range Touch (0) attacking, or other actions as if they were bound by
Target 1 Object (0) real ropes.
Activation Automatic
Defense None Boosts
Effect Barrier, 1d6 Glance Damage (1) +1 Level – Increase Duration to 1 Minute
Duration Concentration (0) +1 Level – Increase the Target # by +2
Resistance Special, see description +2 Level – Increase the Range to Visual, Activation:
Target # Magic SA +2 (1) Magic Attack, Defense: Magic T#
Description
A Physical Barrier creates a wall on a hallway, Name Binding, Physical
doorway, or other narrow passage that blocks the Air, Dimensional, Earth, Floragenosis,
Skill
path and causes Glance Damage to any character Illusion, Polymorphosis, Puppetry
that attempts to move through the barrier. Physical Spell Level 1
barriers block attacks through the barrier and are Type Physical
usually visible. Range Touch (0)
Target 1 Character (0)
Each time a character attempts to move through the Activation Melee Attack
barrier, they take the Glance Damage. Defense Melee T#
Effect Target Number (0)
The spell’s resistance depends on the Magic Skill Duration Concentration (0)
used to create the barrier. Resistance Legerdemain, Stamina
• Acrobatics: Dimensional, Earth, Target # Magic SA +2 (1)
Floragenosis, Water Description
• Legerdemain: Floragenosis Physical Binding spells encase the target in some
• Stamina: Air, Dimensional, Puppetry form of physical restraint that prevents the character
from moving, attacking, etc. until the spell is Broken.
SUNDERED EPOCH:
D20 RPG SYSTEM 37
+2 Level – Increase the Range to Visual, Activation:
Boosts Magic Attack, Defense: Magic T#
+1 Level – Increase Duration to 1 Minute
+1 Level – Increase the Target # by +2 Name Create Primitive Object
+2 Level – Increase the Range to Visual, Activation: Skill Air, Earth, Water
Magic Attack, Defense: Magic T# Spell Level 1
Type Physical
Name Command Range Touch (0)
Animalism, Banishment, Floragenosis, Target 1 Object (0)
Skill
Necromancy, Waking Dream Activation Automatic
Spell Level 1 Defense None
Type Mental Effect Mass 1 kg (1)
Range Touch (0) Duration Concentration (0)
Target 1 Character (0) Resistance None
Activation Melee Attack Target # NA
Defense Melee T# Description
Effect Mental Effect (0) Creating a Primitive Object might create water,
Duration Concentration (0) minerals, or air in a shapeless form. If used as an
Resistance Magic Defense, Moxie attack by creating the object within a character, the
Target # Magic SA +2 (1) spell causes Direct Damage instead of Mass.
Description
A Command spell compels the target to follow the Boosts
command to the best of their ability. Only one +1 Level – Increase Duration to 1 Minute
Command or Objective can be issued per Level of the +1 Level – Increase the Mass by +1 Level
spell. +2 Level – Increase the Range to Visual, Activation:
Magic Attack, Defense: Magic T#
Boosts
+1 Level – Add one additional Command or Objective Name Damage, Direct
+1 Level – Increase Duration to 1 Minute Air, Animalism, Augmentation,
+1 Level – Increase the Target # by +2 Banishment, Dimensional, Earth,
+2 Level – Increase the Range to Visual, Activation: Skill Floragenosis, Fire, Healing,
Magic Attack, Defense: Magic T# Necromancy, Polymorphosis, Waking
Dream, Water
Name Counter Spell Spell Level 1
Skill Banishment Type Intangible
Spell Level 1 Range Touch (0)
Type Intangible Target 1 Character (0)
Range Touch (0) Activation Melee Attack
Target 1 Target (0) Defense Melee T#
Activation Melee Attack Effect 1d6 Direct Damage (0)
Defense Melee T# Duration Instant (0)
Effect Counter Spell Resistance Magic Defense
Duration Instant (0) Target # Magic SA (0)
Resistance Special Description
Target # Magic SA +2 (1) Direct Damage spells come in many forms. All of them
Description bypass armor. If the spell is Broken, then the
A Counter Spell attempts to break a named spell or all character does not take any Damage.
spells affecting the target. The target spell must roll a
Test vs. the Counter Spell’s Target #. If the Test fails, Direct Damage spells can be maintained for a longer
the target spell is Broken. The caster may name Duration, but all damage is caused on the Caster’s
additional effects or create exceptions by adding Turn.
Triggers.
Boosts
Boosts +0 Level – Change Duration to Concentration
+1 Level – Name up to 4 Triggers. +1 Level – Increase Duration to 1 Minute
+1 Level – Increase Duration to 1 Minute +1 Level – Increase the Damage by +1d6
+2 Level – Affect 1 Zone
38 MAGIC & POWERS SRD

+2 Level – Increase the Range to Visual, Activation:


Magic Attack, Defense: Magic T# Boosts
+1 Level – Increase Mass by +1 Level
Name Damage, Glance +1 Level – Affect up to 2 Targets
Air, Dimensional, Earth, Floragenosis,
Skill Fire, Illusion, Necromancy, Puppetry, Name Detection
Water Skill Clairvoyance
Spell Level 1 Spell Level 2
Type Physical Type Intangible
Range Touch (0) Range Touch (0)
Target 1 Character (0) Target 1 Zone (2)
Activation Melee Attack Activation Melee Attack
Defense Melee T# Defense Melee T#
Effect 1d6 Direct Damage (0) Effect Target Number (0)
Duration Instant (0) Duration Concentration (0)
Resistance Magic Defense Resistance Magic Defense
Target # Magic SA (0) Target # Magic SA (0)
Description Description
Glance Damage spells cause damage similar to Detection spells allow the spell caster to sense when
standard weapons. Add the caster’s Magic Attribute a named creature, object, or property is in the Zone.
to the Glance and subtract Armor. The spell could make the item appear to glow or you
might feel a “tugging” or “pulsing” sensation coming
Glance Damage spells can be maintained for a longer from the object.
Duration, but all damage is caused on the Caster’s
Turn. The spell may be cast on a stationary area or follow
the caster.
Boosts
+0 Level – Change Duration to Concentration Whatever the spell caster is searching for must be
+1 Level – Increase Duration to 1 Minute clearly stated. Thus, if a Detection spell says, “Detect
+1 Level – Increase the Damage by +1d6 Vampires”, it will ignore other undead creatures such
+2 Level – Increase the Range to Visual, Activation: as ghouls, zombies, and animated skeletons.
Magic Attack, Defense: Magic T#
Characters in the area that wish to remain
Name Dancing Weapon undetected must succeed a Resistance Check.
Skill Puppetry
Spell Level 3 Boosts
Type Physical +1 Level – Increase Target # by +2
Range Visual (2) +2 Level – Increase the Range to Visual, Activation:
Target 1 Object (0) Magic Attack, Defense: Magic T#
Activation Automatic
Defense None
Name Enlarge/Shrink
Effect Mass +1 Level (1)
Skill Dimensional, Polymorphosis
Duration Concentration (0)
Spell Level 4
Resistance None
Type Physical
Target # NA
Range Touch (0)
Description Target 1 Target (0)
Dancing Weapon spells allow the caster to control an Activation Melee Attack
object and use it as if it was a melee weapon. The Defense Melee T#
weapon uses the spell caster’s Magic SA for all Effect Increase/Decrease 1 Size Category (4)
attacks and Movement but uses the Glance Modifier Duration Concentration (0)
based on the spell’s Mass modifier. The weapon can Resistance Magic Defense, Stamina
only attack targets within sight of the caster. The Target # Magic SA (0)
caster must use its own Combat Actions to make Description
attacks with the Dancing Weapon. An Enlarge or Shrink spell changes the size of the
target by one size category. If cast on a character, the
The spell is affected by Encumbrance as described in caster must specify if the spell affects the character
the Core Rules. only or if it affects their belongings also.
SUNDERED EPOCH:
D20 RPG SYSTEM 39
+1 Level – Increase Target Number by +2
The character gains the modifiers noted in the +2 Level – Increase Duration to 10 minutes
Creature Size table from the Nonhumans SRD. +1 Level – Increase number of targets to 2

Boosts Name Light


+1 Level – Affect up to 2 Targets Skill Floragenosis, Illusion, Fire
+1 Level – Increase Duration to 1 Minute Spell Level 2
+2 Level – Increase the Range to Visual, Activation: Type Physical
Magic Attack, Defense: Magic T# Range Touch (0)
Target 1 Zone (2)
Name Heal Wound Activation Automatic
Skill Augmentation, Healing, Polymorphosis Defense None
Spell Level 1 Effect Special (0)
Type Physical Duration Concentration (0)
Range Touch (0) Resistance None
Target 1 Character (0) Target # NA
Activation Automatic Description
Defense None This spell creates light in the target Zone. The light is
Effect Heal 1d6 Direct Damage (1) visible from outside the Target Effect, but only
Duration Instant (0) illuminates the target Zone.
Resistance Magic Defense, Stamina
Target # Magic SA (0) Boosts
Description +2 Level – Increase Duration to 10 minutes
Characters affected by the Heal Wounds spell +3 Level – Increase Duration to 2 hours
magically recover Physical Damage. Healing spells
cannot have a Duration other than “Instant”. Using Name Magical Armor
Heal Wounds on willing targets has an Automatic Air, Animalism, Augmentation,
Activation. Banishment, Dimensional, Earth,
Skill
Floragenosis, Illusion, Polymorphosis,
Boosts Puppetry, Water
+1 Level – Increase Direct Damage by +1d6 Spell Level 1
+2 Level – Increase the Range to Visual, Activation: Type Physical
Magic Attack, Defense: Magic T# Range Touch (0)
Target 1 Character (0)
Name Illusory Appearance Activation Automatic
Skill Illusion Defense None
Spell Level 1 Effect TAR 2 (1)
Type Intangible Duration Concentration (0)
Range Touch (0) Resistance None
Target 1 Character (0) Target # NA
Activation Melee Attack Description
Defense Melee T# Magical Armor spells create some form of magical
Effect Target Number (0) protection around the character. This could be an
Duration Concentration (0) aura, hardening the character’s skin, a floating shield
Resistance Perception of some sort, etc.
Target # Magic SA +2 (1)
Description Boosts
This spell creates an illusion that changes the +1 Level – Increase TAR by +2
target’s appearance including clothing, armor, and +1 Level – Increase Duration to 1 Minute
other equipment.
Name Magical Melee Weapon
Any character that observes the target may attempt Animalism, Augmentation, Dimensional,
a Perception test vs. the spell’s Target Number. If Skill Earth, Floragenosis, Fire, Illusion,
Perception succeeds, then they notice an Necromancy, Polymorphosis, Water
imperfection in the illusion. Spell Level 1
Type Physical
Boosts Range Touch (0)
40 MAGIC & POWERS SRD

Target 1 Character (0) Activation Automatic


Activation Automatic Defense None
Defense None Effect Modifier +1 (1)
Effect 1d6 Glance Damage (0) Duration Concentration (0)
Duration Concentration (0) Resistance None
Resistance None Target # NA
Target # NA Description
Description This spell grants either a bonus or penalty to a single
The Magical Weapon spell creates an object formed skill. Each Magic Skill accomplishes this in a different
from magic energy. The weapon is roughly equal in way.
size as those with similar Glance Dice but can take
any form the caster desires. Add the caster’s Magic Boosts
Attribute to the Glance. +1 Level – Increase the Modifier by +1
+1 Level – Increase the Duration to 1 Minute
The weapon is treated as a standard melee weapon +1 Level – Affect up to 2 Targets or Uses.
for purposes of combat and uses the Melee SA for the
character using the weapon. The weapon disappears Name Modify Weapon Glance
when the spell is Broken. Animalism, Augmentation, Dimensional,
Skill Fire, Necromancy, Polymorphosis,
Boosts Puppetry
+1 Level – Increase the Glance Damage by +1d6 Spell Level 1
+1 Level – Increase the Duration to 1 Minute Type Physical
Range Touch (0)
Name Modify Armor Target 1 Object (0)
Air, Augmentation, Banishment, Activation Automatic
Skill Dimensional, Earth, Floragenosis, Defense None
Illusion, Polymorphosis, Puppetry, Water Effect Modifier +1 Glance (1)
Spell Level 1 Duration Concentration (0)
Type Physical Resistance None
Range Touch (0) Target # NA
Target 1 Object (0) Description
Activation Automatic Weapon Glance Modifiers enhance the damage
Defense None potential of weapons. This can be cast on ranged or
Effect Modifier +1 (1) melee weapons or even unarmed characters if the
Duration Concentration (0) Magic Skill is appropriate.
Resistance None
Target # NA Boosts
Description +1 Level – Increase the Modifier by +1
The Modify Armor spell can either modify a single +1 Level – Increase Duration to 1 Minute
piece of armor or the entire suit of armor and grants a
+1 bonus per level of the spell. Name Polymorph to Animal
Skill Animalism, Polymorphosis
The spell can also be used to degrade armor by -1 per Spell Level 4
level. However, unwilling targets must be attacked Type Physical
and may resist the spell using Magic Defense. Range Touch (0)
Target 1 Character (0)
Boosts Activation Melee Attack
+1 Level – Increase the Modifier by +1 Defense Melee T#
+1 Level – Increase the Duration to 1 Minute Effect Special (4)
+1 Level – Affect up to 2 Targets or Uses. Duration Concentration (0)
Resistance Magic Defense, Stamina
Name Modify Skill Target # Magic SA (0)
Skill Any Description
Spell Level 1 This spell transforms the target character and their
Type Physical belongings (optional) into an animal of roughly the
Range Touch (0) same size and weight as the character. This gives
Target 1 Object (0) the character all traits of the animal (Flying, No
SUNDERED EPOCH:
D20 RPG SYSTEM 41
Hands, Natural Armor, Natural Weapons, venom,
etc.). Name Teleport
Air, Dimensional, Earth, Floragenosis,
Skill
However, all other traits of the character are Fire, Water
unchanged (Skills, Attributes, Stun Number). Spell Level 7
Type Physical
Boosts Range Touch, Visual (2)
+4 Level – Increase the Duration to 1 day Target 1 Character or Object (0)
Activation Melee Attack
Name Telepathy Defense Melee T#
Skill Clairvoyance Effect Mass Level 5 (5)
Spell Level 3 Duration Instant (0)
Type Intangible Resistance None
Range Visual (2) Target # NA
Target 2 Characters (1) Description
Activation Magic Attack Teleport spells allow the caster to instantly transport
Defense Magic T# the touched target from one place to another within
Effect Special (0) Visual Range.
Duration Concentration (0)
Resistance Magic Defense The target and all their belongings must weigh less
Target # Magic SA (0) than the Maximum Encumbrance for the spell.
Description
Telepathy allows the caster to communicate with Boosts
another character within range. As long as the +1 Level – Increase the Mass by +1 Level
characters remain in range of the spell, they can +2 Levels – Increase the destination Range to
communicate mentally. Clairvoyant
+2 Level – Increase the Range to Visual, Activation:
Boosts Magic Attack, Defense: Magic T#
+1 Level – Increase Number of Targets to 4
+2 Level – Increase Range to Clairvoyance
42 MAGIC & POWERS SRD

TABLES
CHARACTER CREATION P4
Creating Powered Characters Magic Skills
Decide number of powers Air Fire
Choose spells Animalism Healing
Spend Skill Points Augmentation Illusion
Creating Magic Users Banishment Necromancy
Choose Magical Philosophy Clairvoyance Polymorphosis
Magic Attribute must be 2 or higher Dimensional Puppetry
Pick two Magic Skills Earth Waking Dream
Spend Skill Points Floragenosis Water
Pick two Vices
Vices
Magical Philosophy Objects
School Attribute Gestures
Arcane Focus Vocalizations
Sovereign Guile Magical Auras

USING MAGIC P7
Combat Casting Magic Action Cost
1. Choose a Spell Action CA
2. Reduce Drain (optional) Reduce Drain 1 Each
3. Choose the Target (Character, Object, or Zone) Activate a Spell 1
4. Activate the Spell (Costs 1 Combat Action) Make a Spell Dormant 1
5. Defense (Automatic, Melee, Ranged, or Magic) Break a Spell Free
6. Spell is Active, Dormant, or Broken
7. Describe it.

EXPANDED MAGIC P14


Rituals
Action Cost 10 minutes per Spell Level

Ritual Target Number (Spell Level x 2 + 10)


Spell Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Target
12 14 16 18 20 22 24 26 28 30 32 34 36 38 40 42 44 46 48 50
Number
SUNDERED EPOCH:
D20 RPG SYSTEM 43
CREATING SPELLS P16
Spell Properties
Name Skill Level
Type Range Target
Activation Defense Effect
Duration Resistance Target Number
Description Boosts

Level Range Targets Zones Uses Duration Target #


0 Touch 1 Target None 1 Instant/Concentration Magic SA
+1  2 Targets  2 1 minute (combat) +2
+2 Visual 4 Targets 1 Zone 4 10 minutes +4
+3  6 Targets  6 2 hours +6
+4 Clairvoyance 8 Targets 2 Zones 8 1 day* +8
+5  12 Targets 3 Zones 12 10 days +10
+6 Trans-dimensional 16 Targets 4 Zones 16 3 months (100 days) +12
*Maximum for Combat Casting

Animation Skills
Level Experience PSA SSA USA Level Primary Secondary
+2 Rookie 2 0 -2 +1 1 2
+4 Exceptional 5 1 -1 +2 2 4
+6 Heroic 8 2 0 +3 3 6
+4 4 8
Level Size +5 5 10
+4 Increase 1 Size Category +6 6 12
+4 Decrease 1 Size Category

Spell Effects
Physical Temporary Instant
Level Armor Modifier
Damage Damage Damage
+1 2 TAR 1d6 1d6 +1 1d6 +2 +1
+2 4 TAR 2d6 2d6 +2 2d6 +4 +2
+3 6 TAR 3d6 3d6 +3 3d6 +6 +3
+4 8 TAR 4d6 4d6 +4 4d6 +8 +4
+5 10 TAR 5d6 5d6 +5 5d6 +10 +5
+6 12 TAR 6d6 6d6 +6 6d6 +12 +6

Creature Size
Stealth Base Glance
Size Weight T# Physique Luck Glance Mod
Tiny 25-50 cm 1-4 kg 14 -2 +4 1d6 Temp -1d6
Small 0.5-1 m 2-30 kg 12 -1 +2 1d6 Temp None
Medium 1-2.5 m 15-250 kg 10 0 0 1d6 Temp None
Large 2.5-5 m 125-2000 kg 8 +2 -2 1d6 Physical +1d6
Huge 5-10 m 1,000-16,000 kg 6 +4 -4 2d6 Physical +2d6
Level Item Special Effects
0 Primitive Level Example
+1 Simple 1-2 Mundane, easily confused for non-magical
+2 Compound effects
+3 Construct 3-4 Difficult to explain without the use of magic
+4 Automaton 5+ Impossible to explain other than by magic
+5 Sentience
+6 Life Level Time
+1 1 minute
Glance +2 10 minutes
Level Modifier KG/Liters +3 2 hours
+1 -4 1/2/3 +4 1 day
+2 -3 4/8/12 +5 10 days
+3 -2 9/18/27 +6 3 months (100 days)
+4 -1 16/32/48 +7 3 years (1000 days)
+5 0 25/50/75 +8 30 years
+6 +1 36/72/108 +9 300 years
+7 +2 49/98/147 +10 Infinite (3000 years)
+8 +3 64/128/196
+9 +4 81/162/243 Level Triggers
+10 +5 100/200/300 +0 2 Triggers
+1 4 Triggers
+2 8 Triggers
+3 16 Triggers

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