Magic

Magic in LittleP6 is supposed to be open to creativity of the player. This allows the player to create their own magic the way they want it. To do this we have thrown together guidelines to create spells and added some ideas to spark some creativity. We also provide a section on how to convert common spells in other systems like DnD and Pathfinder to LittleP6 spells

Spells

Each spell should specify the following spell traits:

  • Cost
  • Magic Category
  • Duration
  • Duration Cost
  • Damage
  • Area Effect
  • Reaction Effect
  • Difficulty of Casting
  • Save Test Difficulty
  • Save Test Type
  • Save Test Area

Cost

This should specify how much a spell costs to perform in MP. Typically all spells should cost 1 MP but stronger spells will cost 2-3 MP.

Magic Category

Each spell should fall into one of these following categories:

Fire

You can create/control fire on demand and shape it the way you want to. You also can make someone or something resistant to fire.

Water

You can create/control water or ice. You also can make someone or something resistant to water or ice.

Earth

You can control rock and plant life. You also can make someone or something resistant to rock or plant attacks.

Air

You can control the air around you. You also can make someone or something resistant to air/wind attacks.

Electric

You can create/control electricity/magnetism on demand. You also can make someone or something resistant to electricity/magnetism.

Nature

This allows you to interact with plants and animals. Also allowing you to effect natural weather patterns, sommoning small storms, fog, mist, earthquacks and the like. You cannot summon a direct attacks with these types of spells, they are typically area effects. For example you cannot call upon a lighting bolt to target a specific enemy, but you can cause a lightning storm to cover an area of enemies which will randomly be hit by lightning bolts. See Nature's Veil

Energy

Spells that deal in pure energy, ie Magic Missle, Pushing something with unseen force, etc

Shadow

You can control shadows and can warp them into physical objects or meld into them. You also can make someone or something resistant to shadow energy.

Transfiguration

The act off changing an object into something that it is not. Examples: Water to Wine, making something smaller etc. But this can not be turned into something of the elemental nature unless you also have that magical category

Spacetime

This is the act of effecting the spacetime continuum. Examples: Slowing down time around you, make the space between you and something else a smaller distance, etc

Gravity

You can control the effects of gravity. Examples: Making yourself weight less, making something weight more, making a small gravitationally pull around yourself drawing stuff to you, etc

Divination

This type of magic is related to seeing the future or the past.

Illusion

Allows one to create the illusion of something being there when it is not.

Enchantment

Affecting other players or oppoents. Examples: making someone feel more at ease, controlling someones mind (without psionic abilities), allow someone to gain +1 ADV or +1 DIS in certain situations etc

Protection

Protective Spells and Spells that effect other spells or magical effects of supernatural abilities. This also includes Healing. Examples: a shielding spell, or a spell that drains mana from an enemy spellcaster

Summoning

This type of magic is focused on conjuring manifestations of creatures, or objects, and object creation. Example: summoning a familiar, summoning a demon, or conjuring a pencil and paper to take notes

Necromancy

Necromancy spells involve death, undeath, and the manipulation of life energy. Example: Bringing back the dead, Stealing Life from an enemy, etc

Duration

Details how long the spell will last. The different types of Duration are: Instantaneous, Continuous, Concentration, Until Dismissed, Until End of Combat, and Until Save Test

Instantaneous

Instantly done or one off spells like: Fireball or Magic Missle

Continuous

Spells that continue for specific amount of time, usually in combat turns. Typically 2 turns is a good amount of time. Starting on the turn you cast the spell and ending on the start of your 2nd turn. These spells usually cost mana to maintain the effect see Duration Cost.

If you you end your turn without spending the required Duration Cost for these types of spells, they disappate and their effect is no longer active. You will have to recast the spell in order to use it's effects again.

Concentration

These spells remain active as long as the caster maintains concentration. Concentration can be lost by failing a Normal Mental Test at +2 DIS after getting hit by an opponent or outside force. These spells usually cost mana to maintain the effect see Duration Cost.

If you you end your turn without spending the required Duration Cost for these types of spells, they disappate and their effect is no longer active. You will have to recast the spell in order to use it's effects again.

You may cast other spells, move, attack, etc, while maintaining this type of spell, but all actions you take while maintaining a Concentration spell are at +1 DIS.

You may not cast another Concentration spell while another Concentration spell is active.

Until Dismissed

Until dismissed is a special duration type that allows the wielder the ability to keep up a spell until it is no longer needed. This type of Duration CAN NOT be used with any form of Damage or Healing spell. This is typically reserved for small illusionary acts but is up to the GM to decide.

Until End of Combat

Until End of Combat duration spells last until the caster or the conjured target dies, or once combat ends, whichever comes first. This type of Duration CAN NOT be used with any form of Damage or Healing spell. This is typically reserved for conjuring acts or Necromatic Undead Resurection spells, ie a familar, a floating sword, a protection sheild or a Zombie, all of which have their own HP. But is up to the GM to decide.

Until Save Test

Until Save Test is a special duration type that allows the wielder the ability to enchant or bane a creature until they make a save test. This type of Duration CAN NOT be used with any form of Damage or Healing spell. This is typically reserved for spells like Turn Undead or Turn the Living, but is up to the GM to decide.

NOTE: This Type does not require a Duration Cost

Duration Cost

The cost of a Continuous, Concentration, Until Dismissed, or Until End of Combat spell to maintain the spell's effects.

If the spell has any Duration besides Instantaneous or Until Save Test always assgin at least 1 MP to the Duration Cost.

Damage

The amount of damage the spell can cause. Damage is limited to 2 * Your Mental AL, unless agreed upon by your GM.

Area Effect

The shape of the area that spell effects. Ice Cone = Cone, Fireball = None. Area of effect spells effect everyone within that area including you and your allies so be careful.

Reaction Effect

Special effect or Possible bonus effect that is triggered if the enemy doesn't make a Save Test equal to Difficulty to Evade. Example: Failed Save Test after a Fireball = Catch Fire and lose 1 HP per turn until extiguished with Successful Save Test or help from a ally

Difficulty of Casting

This is the DL you must meet on your mental test to cast the spell. This is typically your Mental AL at the time of creating the spell. Though you can lower this using the methods in Spell Crafting

Save Test Difficulty

A target of this spell must meet this DL to evade the effects of this spell. This is typically your Mental AL at the time of making the spell. Though you can increase this using the methods in Spell Crafting. If they have not taken the Evade Action, they can still make an evade test (unless noted in the spells description), but they suffer +2 DIS.

Save Test Type

This can be either Physical or Mental. This is the type of test a target must make to avoid damage.

Save Test Area

This is only applicable if the spell has an Area Effect and is of the Physical Save Test Type. This is how close the target needs to be to an uneffected area in order to Evade, using a Physical Test. Typically if they are within 1 space of an uneffected area they can make a Physical Test to evade the effect. If the target has the Quick trait they can evade at 2 spaces. If they pass this test then they take no damage. If a target is in the center of the effect and can't make it out of the effected area, they may make a Physical Test at the Save Test Difficulty, if sucessfully they take half damage rounded up. So this means if the damage is 1, they still take 1 damage. If the damage is 3, they take 2 damage, etc.

This cannot be decreased unless the GM allows it (ie Magic Missle).

How to cast a spell

All spells will have either a Mental Test or Mental Attack Test associated with it. If it describes a Mental Attack Test, then you roll your Mental Attack dice pool and if it meets or succeeds your targets AC you hit them with effect described in the spells description. If the spell has a DL level you must roll a Mental Test against this DL. If successful, you cast this spell causing the effects described in the spells description.

If you succeed or fail the test, you still lose the cost of MP associated this spell.

Spell Leveling

You can use one Spell Point, gain from the Magically-Adept trait or the Magically-Touched trait, to level up a spell you already have. Using Total points = 1 + (level / 3) points, continue through steps 3-5. You may also use 1 of these points to decrease the cost of the spell, but the cost of the spell CAN NOT go below 1 MP

Compounding Spells

If two spellcaster within a party know the same spell, and one spellcaster decides to use that spell during their turn, the other can sacrifice 1 Action from thier next turn to impower that spell, doubling the spells effects. Both casters must pass their tests, to successfully double the spell. If none of them pass their tests, they still both lose an action and MP associated with that spell. If only one caster succeeds, the spell is still preformed but with only sigular effects, and both casters lose an action and MP associated with that spell.

Converting Spells to LittleP6 Spells

When converting a spell to the LittleP6 format, most effects will stay the same, but to make sure they are not overpowered we typically take the spell level, if it is 1-7 system, and that becomes our total points in step 2. The base DL for Spells should follow the Casting Difficulty Level table. Also note that damages and healing should be converted into LittleP6 format using the Spell Damage table. Now continue through the Spell Crafting steps 2-5, and try to recreate the spell the best you can, using increases in step 3. Increases are limited by the Increases Limit table. Note if the DL comes out to your ML + 3 or greater, we recommend waiting until you are at a higher level to take this spell.

See the spellbook section of this site, it converts spells from DnD into LittleP6 spells.

Casting Difficulty Level

LevelDL
<=21
<=42
<=63
<=84
>=95

Increases Limit

LevelLIMIT
<=21
<=42
<=63
<=84
>=95

Spell Damage

Divide the average of the hit dice by 10, then round it up.

Example

Hit Dice: 3d8

Average: 13 damage

LittlP6 Damage: 13 / 10 = 1.3 round up = 2 damage

Duration Cost

If the spell has any Duration besides Instantaneous or Until Save Test always a assgin at least 1 MP to the Duration Cost.

Spell Crafting

  1. Determine your Level Modifier. Every 3rd level gain 1 Modifier starting at 0.

    LevelModifier
    <30
    >=31
    >=92
    >=183
  2. Determine your total points to spend Total points = (2 * Mental AL) + Level Modifier

    Example

    Mental AL: 2

    Level: 18

    Total points: 7

  3. You can gain extra points using the following:

    • Increasing the final MP cost by 1 gains 1 points

    • Increasing the final DL cost by 1 gains 2 points

    • If this is going to be a duration spell, you may turn it into a concentration spell and gain 2 points

    • If this is going to be a duration spell, you can also increase the duration cost by 1 MP for 1 point.

    Example

    You are limited on the amount of Increases you can use by your Mental AL: Number of increases = Mental AL - 1

    For Example if your Mental AL is 2 you may only use 1 increase

  4. Spend your total points on the following

    • Damage: 1 point = 1 damage (specify type of damage)
    • Area of Effect:
      • Get 1 square for free
      • 1 point total = Close Range, 5ft/1 square radius circle
      • 3 points total = Near Range, 10ft/2 square radius circle
      • 6 points total = 15ft/3 square radius circle
      • 10 points total = 20ft/4 square radius circle
      • 15 points total = 25ft/5 square radius circle
      • Reshape this area of squares into whatever shape you want
      • If you want to just target multiple enemies instead of using an area
        • Spend 1 point per target
        • Or Spend 1 point per 3 targets if they are within 5ft/1 squares of each other
          • Spend 2 point per 3 targets if they are within 10ft/2 squares of each other
          • Spend 3 point per 3 targets if they are within 15ft/3 squares of each other
    • Reaction Effect (1 point for each special effect)
    • Duration (1 point for 1 combat turn or 5 secs)
      • Until Dismissed
        • If small Illusionary act (humanoid or smaller) get Until Dismissed for free
        • If medium Illusionary act or bigger, use Concentration or Duration
        • If you want Until Dismissed for something else, this will cost you 4 points
        • CAN NOT be used with any damage or healing spells
      • Until End of Combat
        • If a small protective spell is used, it gets Until End of Combat for free
        • If you want Until End of Combat for something else, this will cost you 4 points
        • CAN NOT be used with any damage or healing spells
    • Difficulty Level: 2 points = -1 DL
      • CAN NOT go below 1 DL
    • Difficulty to Evade: 2 points = +1 DL
      • Starts at +0 DL

      • CAN NOT go above +2 DL

      • This adds the casters Mental AL at the time of casting

    Special Spell Types

    Actions

    Increasing Actions cost 2 points per action

    Luck

    Giving +1 ADV or +1 DIS cost 2 points per +1 ADV level

    Healing

    1 point = 2 HP

    Protection Spells

    Protection Spells that give armor/shielding, 1 point = 1 HP Armor.
    Shielding is destroyed after HP goes to 0. These Types of spells are typically active Until End of Combat

    Protection Spells that decrease damage taken, 1 point = -1 damage

    Resurrection

    Costs 5 points per 1 Resurrected HP. And can only be used once a day

    Undead Resurrection

    Undead Resurrection cost 1 points per 2 Resurrected HP.

    All resurrectted targets comeback with half their AL at minimum of 1. And suffer +1 DIS on all rolls. Duration of these spells are alway Until End of Combat!

    Example 1

    Point Increases:

    • Make a Concentration spell

    Total points: 8

    Damage: 3 cold damage

    Reaction Effect: None

    DL to Evade: Casters Mental AL + 0

    Area to Evade: 1 squares

    Duration: Concentration

    DL: Spend 2 gain -1 DL

    Area of Effect: 3 (effect up to 3 square radius circle squares)

    OR

    Example 2

    Point Increases:

    • Increase DL +1

    Total points: 9

    Damage: 3 cold damage

    Reaction Effect: 1 (frozen)

    DL to Evade: Casters Mental AL + 0

    Area to Evade: 1 squares

    Duration: 2 turns

    DL: No Decrease using increase for more points

    Area of Effect: 3 (effect up to 3 square radius circle squares)

  5. Determine Final Costs

    • DL: Mental AL + Increases - Decreases

    • MP: 1 MP + Increases

    • Duration Cost: 1 MP + Increases

    Example 1

    Point Increases:

    • Make a Concentration spell

    DL: 2

    MP: 1 MP

    Duration Cost: 1 MP

    OR

    Example 2

    Point Increases:

    • Increase DL +1

    DL: 4

    MP: 1 MP

    Duration Cost: 1 MP

Spell Examples

Level in the following examples are based on at Mental Attribute level

Cone of Ice

Level: 2

Cast DL: 2

Cost: 2 MP

Magic Category: Water

Duration: Instantaneous

Duration Cost: None

Damage: 1 cold damage

Reaction Effect: Frozen gain the (Rooted) special effect

Save DL: Casters Mental AL + 1

Save Test: Physical

Area to Evade: 1 squares

Area of Effect:

1 sqaure radius = 9 squares

5ft/1sqr10ft/2sqr15ft/3sqr
--Hit
-HitHit
HitHitHit
-HitHit
--Hit

Spray a cone of ice on your enemies

Illusion Disguise

Level: 1

Cast DL: 1

Cost: 2 MP

Magic Category: Illusion

Duration: Until the dismissed

Duration Cost: 1 MP

Damage: None

Save DL: Caster's Mental AL at time of casting

Save Test: Mental

Area of Effect: 1 square or just around the person.

Reaction Effect: None

Disguise one target player or object, to look like someone/something else. The Disguise moves with the target. If the target is not the caster the must stay within the line of sight of the caster.

Speed up Time

Level: 2

Cast DL: 2

Cost: 1 MP

Magic Category: Spacetime

Duration: None

Duration Cost: None

Damage: None

Area of Effect: None

Reaction Effect: Gain 2 extra action for this turn. Not including the action to cast this spell.

Slow time for everyone else but speed it up for yourself


Table of Contents

  1. How to Play

  2. Creating A Character

  3. Resources

  4. Optional Rules