Magic Modifier Tables

Magic Modifier Tables

Base Effect Costs

Effect Types

Effect Cost
Sense 2
Strengthen 3
Restore 4
Control 5
Destroy 5
Create 6
Transform 7

Greater Effects Multipliers

Number of Greater Effects Multiplier
0 x1
1 x2
2 x4
3 x6
4 x8

Each additional greater effect increases the multiplier by 2

Modifiers

Information

Amount of Information Modifier
Basic, Available 0
Detailed, Available 1
Basic, Hidden 2
Detailed, Hidden 3

If searching for information about a specific target or area, the modifier for number of targets, range, and area must be included as well.

Internal Damage

Damage Modifier
1d 0
1d+2 1
2d 2
2d+2 3
3d 4
4d 6

Each additional die requires an additional modifier of 2. Internal damage attacks a target’s pattern directly; no hit roll is necessary and damage reduction does not apply. Modifiers must be applied separately to the range to the target.

External Damage

Damage Modifier
4d 0
6d 1
8d 2
10d 3

Each additional 2d of damage requires an additional modifier of 1. External damage attacks require an Innate Attack roll to hit, and are subject to damage reduction from armor and other sources. If the attack is also explosive, halve the number of dice. Missiles are created in the caster’s hand and do not require margin to be spent on rage; attacks created at a distance do.

Healing

Healing Modifier
1d 0
2d 1
3d 2
4d 3

Each additional die of healing requires an additional modifier of 1. If the target is at a range, additional modifiers must be applied.

Armor Divisor

Divisor Modifier
None 0
(2) 2
(5) 4
(10) 6
(20) 8
(50) 10
(100) 12
(200) 13

Each additional doubling of armor divisor increases the required margin by 1.

Range

Range Modifier
Touch 0
2 m 1
5 m 2
10 m 3
20 m 4
50 m 5
100 m 6
200 m 7

Each additional doubling of the range increases the margin required by 1.

Long Range

Distance Modifier
Sight 0
1 km 1
2 km 2
5 km 3
15 km 4
50 km 5
250 km 6
1000 km 7
10000 km 8

Each additional factor of 10 increases the modifier by 1. Lesser Control Space (or divine power) is required to use magic beyond sensory range.

Interstellar Range

Distance Modifier
Same Planet 0
Same System 1
Same Sector 2
Adjacent Sector 3
2 Sectors 4
4 Sectors 5

Each additional doubling of sectors between caster and target increases the modifier by one. Greater Control Space is required to use magic through space.

Sympathy

Connection Modifier
Touch, Sight, Home, Powerful Mystical Bond 0
Close Associate, Body Part, Frequent Visitation, Strong Mystic Bond 1
Personal Connection, Personal Possession, Previous Visitation, Any Mystic Bond 2
Personally Known, Handled Object, Clear Vision 4
Casual Acquaintance, Touched Object, Clear Description 8
Identifiable 12
Reputation Only, Not Unique 16

With Lesser Control Space magic or divine favor, magical effects can be transmitted through a personal sympathetic connection, disregarding distance. The difficulty depends on the caster’s personal connection to a person or place. Personally knowing the subject, having an object close to them, or establishing a mystic bond through another spell will help.

Range in Time

Time Range Modifier
Moments 0
10 Minutes 1
1 Hour 2
1 Day 3
1 Week 4
1 Month 5
1 Year 6
10 Years 7

Every additional factor of 10 increases the modifier by 1. A Lesser Control Time effect (or divine power) is required to cast through time. Casting backwards in time requires Greater Control of both Time and Chance, quadruples the modifier and can have extremely dangerous and unpredictable side effects.

Duration

Maximum Duration Modifier
Instant 0
10 Minutes 2
1 Hour 4
12 Hours 6
1 Day 8
1 Week 10
2 Weeks 12
1 Month 14
3 Months 16
1 Year 18
2 Years 20

Each additional doubling of the duration, increase the modifier by 2. For permanent duration, Enchantment is required.

Conditional Termination or Trigger

Duration or Likelihood Modifier
Nearly Instant or Guaranteed 0
Very Short or Very High 1
Short or Likely 2
Moderate 4
Long or Unlikely 6
Very Long or Very Unlikely 8
Extremely Long or Highly Improbably 12
Almost Forever or Nearly Impossible 16

Lesser Control Chance (or divine power) is required to make the duration or trigger of an effect required on some condition.

Multiple Constituents

Number of Constituents Modifier
1 0
2-4 1
5-8 2
9-12 4

Every 4 additional constituents requires and additional margin of 1.

Multiple Targets

Number of Targets Modifier
1 0
2 1
3-4 2
5-6 4
7-8 6
9-12 8
13-16 10
17-24 12
25-32 14
33-64 16
65-128 20

Each additional doubling of the number of targets increases the required margin by 4.

Area of Effect

Diameter Modifier
2 m 0
3 m 1
5 m 2
7 m 3
10 m 4
15 m 5
20 m 6
50 m 8
100 m 10
200 m 12

Each additional doubling of the diameter increases the modifier by 2. If the area is not a circle (or sphere), calculate it based on the smallest diameter it could fit entirely inside. If the spell is at range, the range is calculated from the center of the area of effect.

Excluded Targets

Targets Modifier
Self 0
1-2 1
3-4 2
5-6 3
7-8 4

Every two targets that would normally be in the area of effect can be excluded by increasing the modifier by 1.

Weight

Weight Modifier
5 kg 0
15 kg 1
50 kg 2
150 kg 3
500 kg 4
1000 kg 5
2000 kg 6

Each additional doubling of the weight increases the modifier by 1.

Altered Traits, Advantages, and Disadvantages

Character Points Modifier
1 0
2 1
4 2
6 3
8 4

Each additional 2 character points increases the modifier by 1. A single casting can add or subtract character points, but not both.

Enhancements, Bonuses, and Penalties

Bonus/Penalty Narrow Modifier Moderate Modifier Broad Modifier
1 0 1 2
2 1 2 5
3 2 4 10
4 4 8 20
5 8 16 40

For each additional bonus or penalty, double the modifier for narrow ranges of effects. The modifier for moderate ranges is double the narrow modifier, and the modifier for broad ranges is 5 times the narrow modifier. A

Parent Page: Magic System

Magic Modifier Tables

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