Simple Fudge Magic System
Adapted from the Mini Six Simpler Magic System
Also uses the Superhuman expansion to the Fudge ladder.
Steps:
1. Player describes spell they are attempting to cast.
2. GM provides a difficulty to hit using the table and optional rules below as a guide.
3. Player rolls. Resolve.
Difficulty Table
Poor, Mediocre:
Short Range (touch)
Short Duration (one round)
Single Target (one creature/object)
Cantrips/Orisons, See Auras, Speak Languages, Burning Touch
Fair, Good, Great:
Medium Range (bowshot)
Medium Duration (several rounds)
Medium Area (several people)
Charm People, Mystic Armor, Heal Wounds, Fire Ball, Polymorph
Superb, Legendary/Fair Superhuman:
Long Range (sight)
Long Duration (entire scene/encounter)
Large Area (crowd)
Resurrection, Group Teleport, Earthquake, Anti-magic Zone
Good Superhuman, Great Superhuman, Superb Superhuman:
Any Range, Duration, Area & Effect
Wish, Miracle
Optional Rules:
- If using damage factors, a damage-inflicting spell is treated like an attack with a physical weapon. The spellcasting trait adds to the Offensive Damage Factors like normal and the base difficulty of the spell is treated as the "weapon".
- Alternatively, if using Lethality, the lethality of a spell is equal to the base difficulty of the spell.
- The healing difficulty is Fair for Hurt, Good for Very Hurt, Great for Incapacitated, and Superb for Near Death; healing may only reduce wounds by one level.
- Increase the difficulty if the spell being cast meets more than one criteria of a spell of that level.
- Cannot cast a spell unless you have the spellcasting trait at least at that difficulty; Good for Good spells, Great for Great spells, etc.
- Require verbal, somatic and material components and magical focuses (holy symbols, magic wands, etc.). Removing them can increase the difficulty of casting spells or even deny the ability to cast spells entirely.
- Require Contagious (part affects whole) or Sympathetic (like affects like) magic.
- Use Ritualistic magic that requires a longer casting time (say several minutes or hours).
- If Ritualistic magic is used, allow the caster to cast several spells (for example, 3 spells per level of spellcasting) ahead of time that can be "memorized" and then "released" at the time of casting.
- Allow sentients an opposed roll or static defense to resist spells.
- Wearing armor increases the spell difficulty.
- This type of magic system is designed to provide more of a "World of Warcraft" style of spell-casting. As such, spells tend to only last a few rounds to several minutes; there are no "permanent" magical effects (like turning someone into stone forever). Obviously, if your RPG group would prefer a more traditional (read: D&D) type of magic, simply modify the durations, ranges, and/or number of targets upward at each difficulty level.
- Bad Things happen on a failed roll. Precisely what those Bad Things are depend on the difficulty of the roll and how badly the roll was failed.
Posted Mar 20, 2017, 10:22 AM UTC · edited