Range * self * touch XOR eye contact * focus (subject is being viewed, using ritual focus, or have thread tied. Viewing the space you wish to cast an illusion in counts as having a focus to that space) * *look at divination spells more closely. They're odd.* Duration * instant (cannot be maintained, cannot be dispelled after the fact...actually does take a small amount of time, about a second usually) * full concentration (caster must be doing 'concentrate' maneuver to maintain, caster must remain in range, caster might be able to do other things at a penatly) * active concentration (roll skill (unmodified by unfocus) to maintain concentration if something would disrupt it, caster can do other things (perhaps at penalty), caster must remail in range) * passive concentration (maintains current state unless caster is incapacitated or leaves range, caster may change state with roll (unfocus applies)) * persistant (maintains state even if caster is incapacitated or leaves range, caster may change state with roll (unfocus applies) while in range) * perminant (maintains state, caster cannot change save by breaking it or dispelling it) Effect * affects a single subject or point (usually affects a small nimbus about subject) * affects subject in range, and subjects in (a range) of subject: * *need to work on this group, it's a bit complicated--things like Chain Manabolt and ring-of-hands spells...perhaps just drop, see if the "chainlighnign" spell we suffered fits under some other catergory w/some special effect.* * Affects a solid sphere about the subject (still doesn't penetrate things that block LoS. For spells like illusions, determines the maximum volume of illusion) * Affects a shell about the subject (may have open sides/top/bottom/whatever) * Affects a plain about the subject (orientation is usually tangent to a sphere about the caster, but could be different) Plain can either be moving or stationary (affects cost?) * Affects a line between two subjects, or a moving point on said line--count the range of both subjects against cost, and also if the effect hits only the first subject or all subjects until it is blocked (i.e. a firedart that flies out and hits one subject, or a lightning bolt that strikes all in a line) Mana Spells V. Physical Spells V. Dual Spells * Mana spells can have any range or duration listed above, and are protected against by magical barriers (including manashields). * Physical spells create a material effect, and are resisted by material means only. They cannot be dispelled. *I actually can't think of any spells in this category. Can you?* * Dual spells can effect both astral and material things, and are resisted by either. An example would be a magical lighnting bolt--a mages manashield turns it aside, but normal armor also protects, and a mage in normal armor recieves the benefits of both. Many combat spells are dual. *GM? Is this reasonable? I'm actually making a bit of a deviation here, and claiming that 1 poin physical tuffness+1 point mystic tuffness = 1 point dual tuffness, so only resists one point of Dual damage, not two. The odd phrasing here may become a moot point, depending on some base-level mechanic hacking or how manashields work* This isn't quite what I want, but updating the wiki is hitting technical difficulties.
Looks good, Jesse. Have you seen the Shadowrun Grimoire, or Magic in the Shadows? They have the (1st/2nd and 3rd edition, respectively) spell design systems for Shadowrun, and they fit what you've got here pretty well: they provide a reasonably general metasystem for building sorcery spells. They don't touch on conjury much at all, but I think you'd find them interesting. Let me know if you'd like to borrow a copy. --bts