Astral, Dual, Physical: spell effects are always either Astral or Dual, although creation spells, like healing or mending, create a dual effect that becomes physical over time. Astral effects affect only living or magical things, and are blocked by mystic tuffness and armor (should probably just be called astral tuffness and armor). Dual things affect both insubstantial spirits and intert matter, and are blocked by dual tuffness/armor (1 point astral + 1 point physical = 1 point dual). Physical effects, as usual cannot affect immaterial spirits but are not blocked by astral barriers. Area of Effect: o Single Subject or point (size no larger than a baseball) o Bolt, Jet, or Tether (range figured with distance from the start and end points, one of which is almost always the caster)--length is a factor. Special mods, like "breath weapon" may mitigate. o Disk or Wall tangent to a sphere about the subject--area is a factor o Shell about the subject--radius of the sphere is a factor, as might be thickness of the shell (may fade). o Solid Ball about the subject--radius of the ball is a factor (may fade, for explosive effects) Range: o Self Only o Reach (linear) o Near (firearms table) o Far (long-range table) o Carrier (specify), multiple may be required. * touch (most touch spells maintain at Reach? Can touch be through clothing, and special target areas on caster or target may effect (must touch his head with your hand, etc.)) * blood (this is physical blood, drawn from the caster's veins, not preserved blood as a link--that's an aura link) * eye contact * voice * object * created object (like a missile spell)--characteristics of object a factor (essentially a basic object-making spell lumped in...is this actually a distinct catagory? Usually uses Near range...) o Ritual Link * aura * LoS * [Thread] Resistance--usually up to one, but sometimes "choose best of the following." o active defense (not really a resistance roll, but the result of the spell having a dodge/block/parryable carrier...might also be dex, or other "don't walk into this" checks) o will roll o health roll o IQ or alertness roll (against what? I think most IQ spells would now be resited by will. I could be wrong) o *some effects are resisted by groups, rather than individuals.* Subjects--there may be a limit on the type of subjects that can be effected. o single o linear growth o all in range (often has "selective effect") Maintinance o None * a "creation" spell that makes a dual effect that becomes physical if not dispelled * an instant effect, which fades out after a second or so--how long is a factor (may fade). * a perminant spell that maintains for a set duration--either sunchange, lunar cycle, or bloodtime (a year and a day), as a magical construct. o Concentration * Full (caster must be taking concentrate maneuver) * Active (caster must keep spell in mind, -1 to all actions cumulative per spell, things that might disrupt concentration require a skill+will roll) * Passive (caster must be conscious and aware of the spell) o Range--caster must remain within some range of the subject to maintain the spell. By default, the casting range of the spell. Casting Requirements o Time: Blocking, 1 second, d6 seconds, minute, d6 minutes, hour, day? o Ritual: obvious or suble verbal, somatic, or none. o Material components or other equipment. Special o Intelligence--full concentration spells usually use casters intelligence * none--inert, like a stone. * repeating (IQ 2) * reactive program (IQ 4) * animal intelligence, retries single task until successful, may have quirks (IQ 6)--this is homing, within range? Where did the size 4 for homing come from? * low intelligence, performs a specific task well, can queue instructions, follows intent, has quirks (IQ 8) * human intelligence (IQ 10)--whoo boy. * caster's intelligence--requires full or active concentration. o Multiple States (for example, a ward that the caster can switch on or off with concentration, or an illusion that is reactive but the caster can take over and play the illusion or change the programming...pay for the best in each?) o Selective Effect (either for area, or for carrier spells that effect all in range), either complete control or include/exclude catagory (i.e. all Orks in range, Everyone who's not Us, All Raiders, etc. The catagory must either be known or be obvious) o More Power (extra effect) o Sure Effect (extra penetration) o Subtle Spell (no obvious effect) Others/Basics o Actual effect, like "divides all penalties by 3" or "creates fire (dual)" or "enhances healing." This may be broken into a short list of combinable parameters as well. o Cost, in terms of skill penalties and amounts of various types of energy (mana, karma, blood, strain, fatigue, taint, whatever). Should be derivable from everything else.
If you can think of a spell, tallent, or other wierdshit power that can't be described by this, please mention it here.--zebediah The size 4 for Homing came from the "Homing (+40%)" Enhancement from supers and the similar enhancement from S.John Ross' excellent article on custom spellcasting. --bts EffectParametersThatMatter