This page compiles a list of the rules for creating new magic elements and spells. The rules are intended to maintain balance.
Scale, Range, & Duration
Each spell has scale, range, and duration (SRD) properties that can be improved temporarily while casting or permanently through spell progression.
Scale
Scale determines the scope or size of the spell. There are five different scales and spells generally keep the same scale, only growing in size.
Type | Measurement | Description |
---|---|---|
Object | Number | A number of objects specified in the spell description |
Point | Number | A number of points in space. |
Line | Meters (m) Feet (ft) |
A single continuous line. Usually originates from the caster |
Area | Square meters (m2) Square feet (ft2) |
A single continuous surface. Can be horizontal or vertical. |
Volume | Cubic meters (m3) Cubic feet (ft3) |
A single continuous volume. Some volumes limited in shape. |
Range
Range determines how far a spell can strike. Range is divided into seven distances and listed on a spell as either a single distance or "distance 1 - distance 2".
A spell with a single distance listed can only hit targets in that range. For example, a spell with "Range: Near" can only hit targets within 10 meters but beyond the casters reach. A target that moves right up to the caster would be out of the spell's range.
A spell with multiple distances listed can hit targets from the minimum of the shorter distance to the maximum of the farther distance. For example, a spell with "Range: Reach - Far" can hit a target anywhere from the caster's reach up to 30 meters away. The spell could not affect the caster or more distant targets.
Distance | Target | Description |
---|---|---|
Self | The caster |
|
Reach | Anything the caster touches | Attack spells require a minimum range of reach |
Near | Within ~10 meters (~30 feet) | Corresponds to typical movement range |
Far | Within ~30 meters (~100 feet) | |
Distant | Within ~100 meters (~300 feet) | |
Sight | Within line of sight | Getting a good vantage point is a valid way to increase the range |
Remote | Anywhere* | *Specifics are detailed in the spell's description |
Duration
Duration determines how long a magical effect lasts. Duration is divided into seven terms and listed on a spell as a single term. A spell with one term can be cast for any shorter term without penalty.
Term | Description |
---|---|
Instant | Lasts for only a brief moment and the effect ends |
Active Concentration | Lasts while the caster is focused on maintaining the spell effect |
Passive Concentration | Lasts while the caster is conscious and not casting any other spells |
Hour | Lasts up to an hour |
Day | Lasts up to a day |
Month | Lasts up to a month |
Permanent | Lasts until the effect is dispelled |
Spells
Cantrips
All magic elements should have a single cantrip that represents the most fundamental control over that element. Each cantrip can be used for Attack, Defense, and Utility.
Cantrips generally begin with very similar SRD
Scale: 1 object | Range: Reach | Duration: Instant
that can be improved to
Scale: 4 objects | Range: Self-Far | Duration: Passive Concentration
Cantrip SRD can vary with different scales, but Range and Duration should not extend beyond Self-Far and Passive Concentration.