Skip to main content

...Spell Trappings, Part 1

In a previous article, I mentioned that spells can have trappings, additional conditions that can reduce the Difficulty Number of a designed spell. Each trapping must create a situation where the spell either cannot be cast, provides incentive against casting, limits the scope of the spell, or requires additional preparation to cast.  This will list the trappings I have identified so far. Most of these are from the Aysle Sourcebook and reprinted in Pixaud's Practical Grimoire from the original Torg, but new ones are added, and all of them will offer suggestions for the player and game master to adjudicate them. In most cases, the value of the trapping has yet to be determined; I am "redesigning" the current published spells to see what values make sense.

Additional Cast Time

This one is easy enough to understand. Most spells can be cast in a single action, which is one round except in the case of Flurry. So if the spell takes longer than that, it becomes less useful in combat situations, and thus the added cast time counts as a trapping.

The value of the trapping in reducing complexity should be the difference between the time value representing the cast time and the value of one 10-second round, which is 5. So a one minute cast time (value 9) would subtract 4 (9-5) from the spell difficulty. 

Concentration

A spell with a duration of Concentration requires constant attention. While it does not prevent other actions, further stressful actions or damage to the caster can cause the spell to end. However, if that concentration holds, the spell can last for quite a while. 

To be a trapping, it must be a modifier to a relatively long duration. So for my purposes here, I am assuming that a spell can only take Concentration as a trapping on a spell with a duration of 10 minutes (or longer). So for design purposes, the value of 10 minutes is used for Step C, and then the trapping of Concentration is applied at the end. 

Contagion and Specific Contagion

This refers to the classic idea of spell components, the bat wings and newt eyes or whatever strange components you need to power a spell. These components require some effort to get if they are meant to reduce the difficulty as a trapping.

For a basic Contagion to count as a trapping, it should be something that requires requisitions or game effort to obtain, similar to ammunition for a firearm. The value of the reduction should be based on the difficulty of getting it when in its home cosm. 

A Specific Contagion requires that the contagion be tied somehow to the intended target of the spell. Getting a pen may be easy, but getting a pen owned by the target of the spell for a year and a day is not so easy. The value of the reduction for Specific Contagion should take into account the difficulty of obtaining it from the target.

Exclusion

All Ayslish spells are based on one of the 22 arcane knowledges, the fundamental divisions of Ayslish taxonomy. Most spells work on anything within the arcane knowledge. A spell that only works on a subsection of an arcane knowledge or can only produce things of a subsection of the arcane knowledge qualifies for an Exclusion.

Dispel Magic is an Exclusion of the first kind: it only affects spells cast on a target, not other magical effects. Thus it only affects a subset of the magic arcane knowledge, and qualifies as an Exclusion. Little Frog is an Exclusion of the second kind: it only turns targets into frogs, not rabbits, sheep, or toads (other members of the earthly arcane knowledge). 

The value of an Exclusion is based on the relative limitation it imposes on the spell's function. 

For more Spell Trappings, see future posts.

Comments

Popular posts from this blog

 ...Walking through Spell Design I would like to take this time to walk through the how the Torg Eternity spell design looks today with examples of how current spells would appear as "on the fly" designs with explanations of the entries. To recall, an "on the fly" spell design takes the important aspects of the spell and divides them among the four magic skills. Each one would then be put into a Dramatic Skill Resolution and played out. When doing deliberate spell design, the process is done in a controlled setting over time, so each step would have effectively unlimited attempts at them. But what a deliberate spell design wants to do is create a new spell to add to the caster's repertoire, and what it values is balancing the amount of time spent working on the design with the final Difficulty Number of the spell. So a casting effectively repeats all the steps into one casting action, so counts as a Multi-Action on the four skills using the main skill for that s...
 ..."Looking At" vs. "Looking Along" C. S, Lewis wrote many things in an attempt to explain Christianity as he knew it. One such writing was an essay called. "Mediation in a Toolshed" for which  an excellent video  has been made. It highlights an imbalance in our thinking that has only gotten worse over time. The essay begins by noticing that while in a dark toolshed, a sunbeam had through a crack at the top of the door. He was able to see the beam, with dust floating in it, and it seemed to be the only thing there. But when he stepped into it, all that vanished and he saw outside the leaves, the sky, and the sun that had produced the beam.  The first observation was him looking at  the beam, while the second observation was him looking along  the beam. One gives an outside account, while the other gives the inside participatory account. Other examples he gave are the person falling in love vs. a scientist measuring the physical reactions of the lover, o...
 ...Spell Trappings, Part 2 This post is the conclusion of Spell Trappings, which was published just before this. Prerequisite A spell that requires another spell or Clearance Level to learn qualifies for the trapping of Prerequisite, The difficulty of obtaining the prerequisite determines the degree of Difficulty Number reduction. Restriction Most spells can be cast over and over. When one Fireball  ends, another can begin. Spells that place limits on how often they can be cast qualify for the Restriction trapping. A Restriction's value in reducing the Difficulty Number is based on the amount of time that must pass between castings. Self In the original Torg, there was a trapping for Touch. In that version, an unarmed combat  or similar test needed to be made to transfer the spell effect to the target. Torg Eternity 's Aysle Sourcebook specifies that Touch spells do not actually need to touch the target; merely being close enough to touch the target is good enough. So in...