Skip to main content

 ...the Effort to Create "On the Fly" Spell Design for Torg Eternity

As we have already seen, there is more to creating a spell on the fly than simply deciding what you want and then casting it. The effects come about as a result of conscious choices, which were discussed previously. The next step is to build a structure for adding these choices in and resolving the effect. 

Using the Dramatic Skill Resolution

A Dramatic Skill Resoultion is appropriate here because "on the fly" spell designs are not repeated; they are designed for the moment, not for posterity. There are four magic skills, and all four have a role in every spell, even though the final result is primarily one skill. This seems like a perfect fit for our purposes. 

The Four Steps of the DSR

  1. Step A: Divination. The supernatural archive of every possible spell needs to be searched for a spell that achieves the desired result. Divination is the skill most related to discerning magic and gaining information, so it is used here.
  2. Step B: Conjuration. Once a suitable pattern is found, the magician must conjure a pathway for a copy of the spell pattern to travel from the archive to the natural world. 
  3. Step C: Alteration. The previous step made a generic pathway, but for the spell to travel that pathway, adjustments need to be made to make sure the pathway is powerful enough to carry the spell copy. 
  4. Step D: Apportation. Now that the spell copy and the pathway are aligned, the copy travels down the pathway to the natural world, where it can be cast on the following round. 

Timing of the DSR

The number of rounds needed to complete the design DSR is dependent on the situation. In a firefight, the magician's desire to devote attention to other matters may require her to finish sooner than five rounds, but if the process would legitimately take longer, the game master can allow for that. As with any Dramatic Skill Resoultion, this should not be an excuse to give the magician all the screen time while the other players stand around doing nothing. 

Consequences

If the spell design finishes, the caster then has one round to either cast the spell or release the energy into the void. If the spell design doesn't finish before the GM's time limit expires, the caster takes normal backlash plus an additional 2 Shock backlash for each step that failed to complete. 

Division of Labor

Now that we have a structure, we need to put the spell building components into their respective parts of the Dramatic Skill Resolution to set the Difficulty Number for that step. (We will not actually assign DN's at this time; stay tuned for that in a later article.)

  1. Step A: Divination. The considerations of Spell Pattern (magic skill and representative arcane knowledge type) affect the Difficulty of this step.
  2. Step B: Conjuration. The considerations of Spell Power (effect value and area effect considerations, if any) affect the Difficulty of this step.
  3. Step C: Alteration. The considerations of the spell's duration and whether the spell is focused or a ward affect the Difficulty of this step.
  4. Step D: Apportation. The considerations of a spell's range and speed affect the Difficulty of this step. 

Why no Cast Time Considerations?

Simply put, the strong default for cast time is one action. A spell that can be cast as a reaction to another action is effectively the same as a one-action spell, so that doesn't alter any difficulty numbers. Cast times longer than one action, however, should affect the overall difficulty of the spell, as the longer cast time counts as a trapping that exposes the caster to physical and interaction attacks that can disrupt the spell casting. 

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...