The Spell Builder is a tool to allow you to create your perfect spell for any play style and character theme. No longer must you settle for re-flavoring the descriptions of a spell or ability. The Spell Builder is broken down into sections dedicated to each of the schools of magic. In these sections there will be modules that focus on specific effects. You can mix and max effects from different modules to create your unique spells. Those effects have an MP cost associated with them so the total MP cost of any spell you create would be the combined costs of each effect that you added to the spell. The magic school of each spell you create is also the combination of the schools from each effect, as denoted by the section that the module is in. The base casting time of a spell begins at one major action.
The Utility section has modules with effects that do not correspond to a magic school. These modules are dedicated to effects that alter the mechanism of the spell itself, such as adding a casting requirement in order to lower the MP cost. If the effect would lower the MP cost then it will be noted as negative MP cost on the effect. Utility effects also allow you to program the spells to act in very specific ways or even in response to specific stimuli. As you mix and match effects that have a positive and negative MP values keep in mind that the MINIMUM MP cost for any spell will always be 1 MP. Below is an example of what the modules look like and how to read them.
Damage Effects
1MP: Adds 1 d4 physical or energy damage, with base spell range of up to 6 meters. (multiple additions of this module effect does not increase the range)
1MP: Increase range by 3 meters
1MP: Add concentration duration
2MP: Increase the spell’s damage die by one size- Dice increase order: 1 d4 -> 1 d6 -> 1 d8 -> 1 d1 0 -> 1 d1 2 -> 1 d20
1MP: Add +1 armor penetration
1MP: Applies damage to a two square meter area. Adding an area of effect gives anyone in the range a free Average Dodge check.
1MP: Apply damage over cubic meters
1MP: Apply damage over cubic meters
6MP: Apply a physical or elemental damage equal to another external source of damage
Destruction Effects
8MP: Deconstruct 1 square/cubic meter of inorganic material
3MP: Increase area of effect by 2 meters
10MP: Deconstruct 1 square/cubic meter of organic material. Any sentient target can resist this with your choice of an Easy Poise, Mental Fortitude or Stamina check. Must be picked at spell creation
3MP: Increase area of effect by 2 meters
12MP: Completely annihilate leaving no trace 1 square/cubic meter of inorganic material.
3MP: Increase area of effect by 2 meters
15MP: Completely annihilate leaving no trace of1 square/cubic meter of organic material. Any sentient target can resist this with your choice of an Easy Poise, Mental Fortitude or Stamina check. Must be picked at spell creation
3MP: Increase area of effect by 2 meters
Object Manifestation
1MP: Materialize an object of any shape that can fit in the palm of your hand with no more functionality than a simple tool. These objects have a duration of Concentration.
2MP: Materialize an object of any shape you can visualize that can fit in the palm of your hand with the functionality of a more advanced tool, such as tools with digital capabilities. These objects have a duration of Concentration.
2MP: Materialize an object of any shape you can visualize within the dimensions of 1 cubic meter. It can have no more functionality than a simple tool. These objects have a duration of Concentration.
3MP: Materialize an object of any shape you can visualize within the dimensions of 1 cubic meter. It can have the functionality of a more advanced tool, such as tools with digital capabilities. These objects have a duration of Concentration.
Illusion Effects
1MP: Create a facsimile of any object or creature mimicking one bodily sense(s). (sight, scent, sound, taste and touch) Multiple additions of this effect add an extra sense. Has a duration of Concentration.
Weapon Manifestation
1MP: Materialize a weapon smaller than 30cm which deals 1 d4 of any damage type. This can have a range of up to 1 2 meters. These have the weapon property Concealable. Has a duration of Concentration.
2MP: Materialize a one handed weapon between 30-1 50cm which deals 1 d6 of any damage type. This can have a range of up to 9 meters. Has a duration of Concentration.
3MP: Materialize a two handed weapon between 1 50-450cm which deals 1 d8 of any damage type. This can have a range of up to 6 meters. Beyond 200cm weapon gain weapon property Cumbersome at 1 0 kg and requires 3 Pwr to wield. Weapon has a duration of Concentration.
Armor Manifestation
1MP: Materialize armor of any design which provides +1 AR. Has a duration of Concentration.
2MP: Materialize armor of any design which provides +3 damage reduction an singular damage type. Has a duration of Concentration.
1MP: Increase DR by +2 .
3MP: Materialize armor of any design which provides immunity to any one ailment. Has a duration of Concentration.
4MP: Materialize armor of any design which provides immunity to any one damage type. Has a duration of Concentration.
Speed Effects
3MP: Increases or decrease movement speed of one creature or construct/manifestation by 5 meters. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration
1MP: Increase speed by 2 meters
3MP: Increase or decrease the Chase Speed of a target by one speed tier. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration
3MP: Adds or removes one reaction or minor action per round. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration
4MP: Adds or removes one major action per round. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
3MP: Extend a creature or construct's movement to another medium or surface allowing for movement on, walls through water or in the air. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration
Stat an Skill Effects
3MP: Increase or decrease a stat of a creature/construct/manifestation by 1. Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
3MP: Add or remove one skill dice from the skill of a creature/construct/manifestation by 1 . Any sentient target can resist these your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
3MP: Give a construct or other manifestation base physical stats of all 4s.
Ailment Effects
1MP: Attempt to afflict a creature with +1 severity of a an ailment. They can attempt standard resistance to the ailment.
1MP: Remove ability of target to resist the severity.
3MP: Gain or reduce ailment severity based on the severity of another ailment.
1MP: Reduce the severity of an ailment by 1 .
Healing Effects
1MP: Heal the VP of one target by 1 d4.
2MP: Heal the HP of one target by 1 d4.
6MP: Generate HP or VP healing equivalent to another force of healing or damage
21MP: Revive one target with 1 HP. (Spell related consequences of revival still apply see Death and Injury section for details.)
Displacement
3MP: Creates a 2-meter diameter tunnel/path that progresses up to 6 meters through whatever solid material is being altered.
3MP: Move a target the same size as, or smaller than the caster 3 meters. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
9MP: Make it impossible to resist this effect.
Mana Control Effects
1MP: Negate/deactivate a spell that is 1 MP less than the amount MP spend on this module.
2MP: Transfer 1 MP from one target to another. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check.
1MP: Increase or decrease the intensity for a mana signature by 1 category.
Dice Results
1MP: Change the number of a dice roll by 1 .
2MP: Add 1 advantage or disadvantage dice.
2MP: Increase/lower the difficulty of a check by one category.
5MP: Change the result of an action from success or failure to the opposite.
Linking
1MP: Connect two creatures, constructs, or objects and share sensory information in real time to a distance of 50m. Link can be one way or two way. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
1MP: Exchange thoughts non-verbally. This exchange can be one way or two way. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
Field Control
1MP: Create a rule that the target must follow. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration.
1MP: Take control over 5 square meters and allowing you to apply module effects throughout the area affected. Duration is equal to that of the modules effects.
Puppeteering
1MP: Puppeteer one creature or object that is of a small size. Requires one major action to give two major actions to these puppets. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration or until target disappears/dies.
2MP: Puppeteer one creature or object that is of an average size. Requires one major action to give two major actions to these puppets. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration or until target disappears/dies.
4MP: Puppeteer one creature or object that is of a large size. Requires one major action to give two major actions to these puppets. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration or until target disappears/dies.
8MP: Puppeteer one creature or object that is of a kaiju size. Requires one major action to give two major actions to these puppets. Any sentient target can resist these with your choice of an Easy Poise, Mental Fortitude or Stamina check. Duration is Concentration or until target disappears/dies.
Enhancement Effects
1MP: Increase or decrease range/area of active effect by 1 meter.
1MP: Increase or decrease size of dice used by non-damage dealing effect by one dice size. 1 d4 -> 1 d6 -> 1 d8 -> 1 d1 0 -> 1 d1 2 -> 1 d20
1MP: Allow a spell to be cast as a reaction
2MP: Increase duration of a spell by 3 rounds
3MP: Increase or decrease the difficulty of skill checks that targets must pass to negate effects of spell by one Threshold.
3MP: Increase duration of a spell to the next unit of time. Rounds to minutes, minutes to hours, hours to days
12MP: Convert spell range from meters to kilometers
20MP: Makes spell range infinite
20MP: Makes spell permanent
Programming
1MP: If Blank, Then Blank: The spell is programmed to respond to a specific stimulus. Must be a simple if/then program. I.E. If someone stops on this square Then an effect activates. This effect will only last as long as spell effect modules last.
1MP: If Blank, Else Blank: The spell is programmed to continue an action/effect so long as something doesn’t happen. I.E. If person attempts to use disguised items it will explode, else the item will remain disguised. This effect will only last as long as spell effect modules last.
1MP: While: The spell is programmed to continue an action/effect so long as something continues to happen. I.E. While target is moving they generate HP. This effect will only last as long as spell effect modules last.
Spell Requirements
-1MP: Add the Power Word or Flourish requirement to a spell.
-2MP: Add the Sight or Motion requirement to a spell.
-3MP: Add the Intimacy or Ingredient requirements to a spell.
0MP: Force the use of VP or HP instead of MP
MP Reduction Effects
-2MP: Add a non-standard limitation or negative repercussion to a spell or effect. I.E Damage bounce back so you take some damage too.
-1MP: Increase the cast time of a spell by a minor action.
-1MP: Increase the cast time of a spell by a reaction
-3MP: Increase the cast time of a spell by a major action.
-11MP: Increase the cast time of a spell by 1 turn.