Spellcasting in Fire Tales is based primarily on ideas from the spell-building system of Ars Magica combined with the earthy, fairy tale, folk magic present in Beyond the Wall, and Wolves Upon the Coast. (It is also inspired heavily by various fantasy books I read while writing the game including Howl's Moving Castle and Earthsea.)
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| Pauline Mauvière |
I wanted to make magic more "magical" while also allowing casters to create countless variations of spells depending on their need and preference. When I say "magical" magic, I mean more flexible, powerful, dangerous, mysterious, and rare.
Spellcasting unlike Invocation is an art which takes rigorous study and is meant to feel like an open ended puzzle-toy in play. Where Invocation is passionate, direct and simple, Spellcasting is practiced and often carefully thought through.
Spellcasting begins with a target and a configuration. The target can be any single physical entity that fits within the configuration (or multiple of these) and the configurations are diegetic conditions. A Wand to Point configuration "covers what a magical wand, rod, or staff, being held by the caster is pointing at." A Rune Mark configuration "covers an individual marked with a rune written by the caster." (Allowing casting at a distance but requiring further preparation.)
Spell Incantations are the effect upon targets. Like other components, incantations are very briefly defined, often in a single sentence, allowing them to be flexibly used. (I got this idea partially from the spells in Knave 2E.) Certain harmful incantations require an additional save from the target. Spellcasting has fairly detailed rules for targeting but relies on somewhat on FKR principles for the effects of a spell. My feeling is if a character can manage to get their intended target into a configuration they know, and successfully use an incantation and duration they know, and the target fails a save, all bets are off in terms of "balance." I don't really care if a spell "one shots" enemies.
Spell Durations dictate how long the incantation effects the target. Durations can be anything from until the caster draws breath to however long they can keep a single fire burning.
Each spell component has a DF (Difficulty Factor), SF (Stamina Factor), and TF (Time Factor.) "Better" (more easily useable, potent, or versatile) components are more costly in these factors. All factors must be known as techniques by the caster, and to learn they must spend weeks of in-game time learning from one who knows the technique. A skill check is rolled against the DF, and stamina equal to the SF is removed, with casting taking as much time as the TF indicates. (Casting can be interrupted causing Spell Failure) If the TF is not met, the stamina is still lost, the spell fails and a D100 roll is made on a Spell Failure table, with results often twisting the intended effect.
Systems for group casting, and utilizing pre-stored stamina in gemstones can be used to cast spells with greater stamina factors than the caster's stamina maximum. When stamina is fully drained, health is drained in its stead.
Example Spells:
spell to ignite blaze
Spell Nature: Shifting
Target: Individual (whatever the wand points at)
Configuration: Wand to Point
Duration: Repetition
Incantation: Ignite
SF: 8, TF: 1, DF: 10
spell to create a werelight
Spell Nature: Direct
Target: Individual (Object to be used as light)
Configuration: Touch
Duration: Noon
Incantation: Glowing
SF: 16, TF: 2, DF: 8
spell for sailing with a magewind
Spell Nature: Direct
Target: Individual
Configuration: Wand to Point
Duration: Concentration
Incantation: Windcall
SF: 8, TF: 1, DF: 9
spell to create a magic ring
Spell Nature: Shifting
Target: Individual (ring wearer)
Configuration: Talisman Wearer
Duration: Artifact
Incantations: Invisibility, Scrying, Lure Creature
SF: 61, TF: 1hr, DF: 29
spell to kill at a distance of unknown cause
Spell Nature: Direct
Target: Individual
Configuration: True Name
Duration: Full Moon
Incantations: Death Curse, Misfortune Curse
SF: 62, TF: 3, DF: 21
spell to create a broomstick of flying
Spell Nature: Shifting
Target: Individual (broomstick holder)
Configuration: Talisman Holder
Duration: Artifact
Incantation: Flying
SF: 57, TF: 1hr, DF: 22
spell for a witch's vengeance
Spell Nature: Shifting
Target: Individual
Configuration: Broken Promise
Duration: Death
Incantation: Death Curse
SF: 86, TF: 3, DF: 21

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