Quick and Dirty Spellbook, part one

I made the Quick and Dirty Magic system, and realized that it needs a lot of examples to really work.  So here we have the Quick and Dirty Spellbook, a selection of excellent spells for you to tweak and customize for your own use. Then I got a little carried away, so now I have to split it into two parts. 

Classic Wizard Stuff

Good Old Blast 

This is a ranged attack that uses the Magic Finesse skill instead of Shooting. Decide what type of attack it is when you learn the spell. The exact type can give a spell useful side effects (Like starting a fire) and potential complications. (Like starting a fire.) Generic magical energy is a safe but boring choice.  

Counter Spell

You attempt to end a magical effect. Overcome with Magic Finesse against the creator's Magic Power. Any effect with a duration can be ended by this spell. Permanent magic effects are too strong. 

You can also use it pre-emptively on a rival spellcaster. In this case, it's a create advantage action to place a counter-spelled aspect on the target. While the aspect remains, the target can't focus magic energy or cast spells. The aspect can be overcome with a Magic Power action. Already-cast spells are unaffected. 

Short Term Buffs

The flexibility of  the Create Advantage action is one of Fate's greatest strengths. Most spells end up using that action. Most of these grant the equivalent of a stunt to the beneficiary. Being able to create advantage in a new way is fairly weak by itself. 

Chant of Strength 

With a touch, you infuse your ally with a surge of strength. Create advantage on yourself or an ally. The boosted strength aspect is fleeting, but as long as it lasts, the beneficiary has the Giant Strength stunt, granting a +2 on physique rolls against inanimate objects. You can only empower one creature at a time. 

This spell makes a nice template for new buff spells. You can easily make a Gift of Speed, Moment of Insight, or Aura of Majesty spell along these lines. 

Touch of Death

Slay your foes with just a touch! After a moment of preparation. Create advantage on yourself. While the deadly touch aspect lasts, your hands crackle with magical energy, and you can make Fighting attacks with your Magic Finesse skill. 

Empower Weapon

Imbue a weapon with magical powers, turning mere metal into something extraordinary. Create advantage on the weapon's bearer. You choose the exact aspect when you learn the spell. Make it something cool, like flaming blade or heart-seeking bow. While the buff lasts, the weapon can effect creatures who are insubstantial or otherwise immune to mundane magic. 

Charm of Good Fortune

Bestow good luck on yourself and your allies. Create advantage on yourself, creating a lucky aspect. You can tag the aspect for basically anything that happens in your sight. 

Long Term Buffs

A passive or defensive stunt can be made into a spell by making it an all-day buff. You can assume the wizard will habitually cast it every morning. If forced to cast these in an action scene, treat as a create advantage action. Spells are a little stronger when freshly cast. 

Wizard Shield 

A translucent energy shield appears around the caster to intercept attacks. While the protection lasts, you can use Spell Casting to defend against mundane weapon attacks.  

Mind Ward

Place a protective ward on a creature. For the the next day, the target can use your Magic Power instead of Will to defend against mind affecting magic. 

Debuffs

Debuffs tend to be weaker than buffs, since it's an opposed roll, rather than a static difficulty. Most of these create persistent aspects. These are just a little harder to get rid of than normal, lasting as long as a mild consequence, or until overcome somehow. 

Strike Blind

The target's eyes are clouded, rendering the victim almost blind. Create advantage against the target, resisted by Physique. If you succeed, create a persistent half-blind aspect on the target. 

Confusion

The victim's mind is thrown into chaos. The effect is like serious intoxication, but without the euphoria. Create advantage against the target, resisted by Will.  If you succeed, create a persistent confused aspect on the target. 

Mind Slave

The most feared spell of all, punishable by death in many kingdoms. Take a create advantage action, resisted by the target's Will. If successful, you mentally dominate the target. Give the target a telepathic command. If the target disobeys the command, your next action can be a psychic attack against it, using your Spell Casting, and the target resists with Will. If the target made a weaselly, token effort at obeying, it get +2 to defend against this attack. 


That's all for now. More Fate magic is in the works. There's a part two coming, as well as Light against Darkness, an example of a magic style, using Q&D magic. 


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