Sample file THE SPELL BOOK™ Written by Mike Nystul and Aaron Allston CREDITS TABLE OF CONTENTS Project Editor -Mike "(70-((7 DEF x 5 BODY))/2" Nystul. Introduction ...... 2 Series Editor -Rob "No one will ever use the equation" Bell. Foreword ...... 2 Editorial <;:ontribution- John "Yeah, it looks like something Using This Supplement ...... 2 would put out" Brunkhart, S. Coleman "Well I Clarifications and Elaborations ...... 3 understand it" Charlton, Eileen "But you got a PhD in Com­ Spellcasting ...... 3 puter Science" Smith, George "What's wrong with computer Magical Combat ...... 4 science?" MacDonald. Magical Skills ...... 4 Errata ...... 5 Proofreading - John "Another all-nighter" Brunkhart, Eileen Fantasy Hero Magic System Modifications ...... 6 "Are you sure you prufed this?" Smith. Clarifications to the Fantasy Hero Rules ...... 6 Cover Art- Walter Velez. Optional Rules ...... 7 Cover Design -Rick Britton. Existing Effects ...... 7 Interior Art -Shawn Sharp Existing Limitations ...... 9 Page Layout -Eileen Smith. New Rules ...... 10 Production -Ten-y"The Omnipotent"Amthor, Leo "Emperor New Skills ...... 11 New Effects ...... 12 of the Universe" LaDell, E. Claire "/ want to be the Emperess of New Advantages ...... 14 China!" Smith, Larry "I want to be the Captain of the Enter­ New Modifiers ...... 16 prise" Brook, Suzanne "Well, good luck" Young, Cheryl "Two New Limitations ...... 17 limes" Kief, Paula "Wonder Woo-man" Peters, and Bill "The Revised Magic Summary Charts ...... I 8-19 printbuyer in Hell" Downs. Balance of Power ...... 20 Contributing Authors -Robert & Wendy Bruce, Tim Brown Designing Magic Systems ...... 21 and Karl Kochvar. Introduction ...... 21 Additional Contributions -Jim Dorethy, Mike Muchisky, Types of Magic Systems ...... 21 Peter Mc Kinney, Adrian Ownby, Tim Brewer, Colin McKin­ Designing Your Own Magic System ...... 24 ney and Doug Tabb. Sample Magic Systems ...... 31 Additional Material -Alan Barclay, Lawrence Ban-y, David Magic System Forms ...... '. 33-34 Berge, Robert W. Calfee,Mike Case, Ben Hill Passmore IV, The Book of Spells ...... 35 Andrew Robinson, Evan Simpson, Jeff Schrieber, and Barry A. Introduction ...... 35 Wilson. Standard Abbreviations ...... 36 Playtesters -Joe "Tarnac" Adlesick, Mitch "Griffon" Gittle­ The Spells ...... 37-84 man, Keith "Quid' Hannigan, Karl "Diamond" Kochvar, Chris The Kalen ...... 85 "Andros" LaLiberty, Bryan "Malikar" Nystul, Dawn "Tamaria" Background ...... 85 Nystul and Eileen "Loren" Reedy. The Order ...... 85 Special Thanks to -Rob "No Problem" Bell, Bryan "Chart­ Life in the Brotherhood ...... 86 master" Nystul, and my lovely wife Dawn for her patience and Joining the Kalen ...... 87 indispensable assistance. Apprenticeship ...... 87 Journeymen ...... 88 Dedicated to the Memory of Mrs.Genny Nystul and the world The Adept ...... 89 that died without her. Mastery ...... 90 Leaving the Brotherhood ...... 91 Characters of Note ...... 92 Artifacts ...... 95 Adventures ...... 96 Appendix of the Spells ...... 96 THE SPELL BOOKTM is ' trademark for its superhero roleplaying game using the . Champions® and Champions, The Super Roleplaying GameTM are Hero Games trademarks for its superhero roleplaying game using the Hero System. Fantasy HeroTM is Hero Games' trademark for its fantasy roleplaying system. Hero System™ is Hero Games' trademark for its roleplaying system. THE SPELL BOOK Copyright © 1989 Hero Games. All rights reserved. Champions CopyrightSample © 1981, 1984 by Hero Games. All rights reserved. file Hero System Copyright © 1984 by Hero Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying (except Character Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: Iron Crown Enterprises, Inc., P.O. Box 1605, Charlottesville, VA 22902. Printed in U.S.A., First Printing January 1989 Stock# 41 Produced & Distributed by Iron Crown Enterprises, Inc., the exclusive manufacturer of Hero Games. ISBN 1-55806-022-7 2

FOREWORD required to form a single atomic particle, let alone a molecule, you Here it is. The book that holds the answers to such timeless will realize that such a task is sheer folly. Time is another absolute. questions as: 'What is Metamorphosis?" and "Do my levels add to Changing one's relationship to time itself is a concept of such my targeting roll?" I know the faithful have been waiting for mind-boggling scope that calculating the repercussions could easily give you a headache, and the idea of moving backward Fantasy Hero support material for a long while. Then, like a bolt through it brings up so many questions that it would be impossible from the blue, Magic Items hit the shelves. And now the Spell to come up with an answer that would please everyone. Book. Rounded out with the Hero System Bestiary, you have at This is not to say that Magic can't do impossible things. In some your disposal all the material you need to construct whatever ways, magic is the science of impossibility. Just remember that fantasy environment you desire. there are degrees of improbability and that characters who can All right, I admit it. FH magic may be the most flexible system currently available, but at times it can be downright frustrating. casually shatter the fundamental laws of the universe will become Thus the tome you are holding in your hot little hands. Inside, you bored fairly quickly. Reserve this kind of magic for immortal will find all sorts of neat stuff designed to make the life of wizards beings, and they will be that much more impressive. Familiarity (and GMs) a little easier. There is a section which clarifies the does breed contempt, after all. And when your plot line calls for original Fantasy Hero rules and offers optional expansions. Aaron powers of this magnitude, don't bother writing them up - just describe what happens. You are the Gamemaster - it is your Allston has contributed an informative treatise on designing magic systems. There is a sample organization which can be used to story. Your power is absolute. Any questions? Good. introduce magic to any existing campaign. And then there are the Read on, and enjoy - spells themselves. Seventy-eight of them, culled from nearly a dozen campaigns, most with four power levels and suggestions which allow for one or more variations on the basic statistics. USING THIS SUPPLEMENT It was obvious from the onset thatFH would need a book of this So you ran out and picked up a copy of the Spell Book. Now kind. The magic system needed a little work and a lot more what? That depends on what you bought the Spell Book for. The examples than we had room for in the original rules. Tackling this obvious approach is to read the darn thing cover to cover, but we project was a bit daunting at first, but after consulting with some both know that most of us will flip right through, reading only what of the most experienced FH Gamemasters around, I think we have concerns us. So, what concerns you? Let's take a moment to go managed to iron out most of the problems, giving you the flexibil­ through the various sections and what they contain: ity you need to create the environment you want. The section which follows deal!; ith the rules themselves, When we say that the Fanta5y Hero magic system is flexible, we providing errata, clarifications vmborations, optional rules, and do not mean that it is all-encompassing. The Hero system focuses advice on balancing power levels in your campaign. on individual characters and their actions, providing a point system Part One presents the Big Picture, explaining how to go about by which one may be compared to another. Our magic system the seemingly insurmountable task of designing an entire Magic reflects this tone in that it is geared to the enchantments of player System. We will show you how by giving descriptions of some of characters and their opponents. As such, the point balance falls the more common forms of magic and examples of several systems apart when GMs attempt to construct ultra-powerful beings like that you could easily 'lift' for your own campaign. deities or the fantastically powerful spells that they possess. Part Two is a sourcebook of 78 spells which provides examples Magic does follow a certain logic that often reflects the natural of how to use the magic system to best effect. A list of standardized laws of the real world. There are things that magic does very well, abbreviations is included which you can adapt as a kind of mystic and there are other things that may seem simple, but when you shorthand. They are followed by a section that describes how to break them down, they would require massive amounts of power adapt them for use in any campaign. and skills that most mortal magicians could not possibly possess. Part Three describes an organization called the Kalen whose When building spells, carefully consider what you are trying to do purpose is to search out the secrets of magic to better serve and whether or not you think it is reasonable in the context of your mankind. Complete background information is provided, includ­ campaign environment and the Fantasy Hero system. ing history, non-player characters, spell lists, artifacts, and 'lay­ One of the most common questions I have encountered is, 'How ered' package deals which follow an enchanter from indoctrina­ do I write a resurrection spell?' This is where logic comes into play. tion to Mastery. This section also details various ways The Kalen Death is nearly absolute in most heroic fantasy . There are certainly can be used with outlines for several adventures. instances where adventurers have been brought back from the All of this is considered supplemental to the material you have dead, but this is invariably a monumental event. To resurrect been using all along. Take what you want, leave the rest. Even someone, you must call his spirit from whatever afterlife to which though this is a Fantasy Hero supplement, you may find that the it has passed, force it back into an unliving body, and join the two magic system works very well with any of our other games. Want so thatSample he may live again. Such a thing has precedent in the to adventure in a modern world wherefile magic works? Use the skills literature, but is more the province of gods than men. and weapons from Danger International and the magic system As you can see, there are things that the system does not do. from FH. With a little work, you can create any environment you Among these are the creation of matter from nothingness and can imagine. Feel free to experiment. This your game after all, so breaking the time barrier. For some reason, many players seem have fun with it. obsessed with being able to create certain substances, usually food or water. When you think about the kind of energy that would be 3 [ CLARIFICATIONS AND ELABORATIONS ] Unfortunately, portions of the original rules were a bit vague, Voluntary Cancellation: If the caster wishes to perform an action leaving certain elements open to interpretation. In this section, we other than spellcasting once he has begun a spell with an extended will do our best to remedy this situation. All of the comments casting time, he may decide to stop casting on any of his phases presented herein are upgraded rules - the optional stuff comes (unless the spell was purchased with the Concentrate limitation in later. In cases where this material seems to contradict the original which case he will be unaware of the passage of time until the spell rules, this upgrade should be considered the final word on the has been cast). He will waste any time spent, and if he wants to cast matter. the spell he must begin again. If attacked during casting, the magician may choose to cancel to a block or a dodge unless the spell was purchased with the Concentrate limitation. He will lose SPELLCASTING any time invested, but he will gain the benefit of a higher DCV. In The material which follows is supplemental to the spellcasting either case, if the spell was purchased with expendable materials, procedure on pages 27 to 28 of Fantasy Hero. they are lost and if there is a chance of backfire, the caster must Casting Time: Unless modified by certain advantages or limita­ make his Magic Roll as normal and suffer any Side Effects on the tions, casting a spell requires a full phase. A non-attack spell with spell if he fails. the Fast advantage takes a half phase, which can be either the first Magic Roll: Unless the spell was purchased with the No Magic or second half of the phase in which it is cast. Fast attack spells also Roll Advantage, the caster must make a Magic Roll to cast it take a half phase, but must take place in the second half of the phase successfully. This roll is at a penalty of - I for every 10 Active in which it is cast because an attack action must always be the last Points in the spell (Modifiers do not increase this penalty). If the action in any given phase. Spells with the Immediate advantage spell has more than one effect, the penalty is based on the total of may be cast at any time during the caster's phase. Since they take the active points of all effects. The Gamemaster may assign no time, any number of Immediate spells may be cast in a single additional modifiers to reflect the situation under which the spell phase, but no spell may be cast more than once per phase. is cast. See the table on page 16 of FH for details. The bonuses for Release: As a general rule, a character's actions take place in the preparation are in addition to the minimum time requirements of first segment of each of his phases even though his phase is usually the spell and apply only to combat spells. Noncombat spells composed of several segments. This is to avoid the confusion that receive a + 1 bonus for every 5x the base casting time spent in would be caused by assigning each and every action a character preparation. So a noncombat spell that takes a full tum to cast could perform a fraction of the phase and having the action occur receives + 1 after I minute, +2 after 5 minutes, or +3 after 25 in that part of the phase during the tum structure. In other words, minutes. No spell may receive more than a +3 bonus for prepara­ a character who takes a half move and attacks performs both tion. If the caster makes the modified Magic Roll, the spell is actions in the first segment of his phase, even though this combi­ successfully cast. Ifhe fails, any expendable materials are lost, any nation of actions takes up his entire phase. He does not move during side effects on the spell are applied, and the spell fizzles. the segments which compose the first half of his phase and attack Interruptions: All of a magician's spells that lack the Persistent in those that compose the second. By the same token, a spell takes advantage stop working if he is stunned or knocked unconscious. effect in the first segment of the last phase of its casting time. Until If he takes Body while casting a spell or maintaining a Constant the caster acts again, he is still subject to the effects of any spell, he must make an Ego Roll at -1 for every 2 Body taken after limitations on the spell that applied during casting even though the his defenses are applied. If he fails, the spell is lost and must be spell has already been cast. Otherwise, spells would take effect in started all over again. Spells with Gestures and/or Incantations are the last segment of the last phase of their casting time. Extensive particularly easy to interrupt. If the caster takes any Body damage, play testing has shown this to be very confusing. The reason forthis he doesn't get an Ego Roll; the spell goes down automatically. structure is simply for ease of play. One possible explanation is Further, if any spell that requires an Attack Roll or Targeting Roll that the caster is considered to be recovering from the energies that (like Blast or Dazzle) gets through the caster's defenses, the spell he used to cast the spell. If you don't like this solution, you can is broken. If a magician is killed, all of his spells stop working simply require all spells to have at least a phase of extra time. (including those with the Persistent Advantage) save those that were bought with the independent limitation by means of a Create Spell. Example: Kedrin has a speed of three, and he casts a constant spell with the Extra Time: +l phase limitation and Gestures that are casting only.He starts the spell on the fourth. From the fourth to the seventh, he is casting. On the eighth, the spell goes off Even though the spell is in operation, his DCV will be at half until his next phase.He is attacked in the tenth and decides Sampleto cancel to a dodge. Kedrin loses hisfile twelfth-phase action, but his DCV will be much higher until his next action, in the fourth segment of the next turn.Since the Gestures were casting only, the spell will stay in effectas long as he continues to pay the endurance to maintain it. Kedrin got the spell up and running, but it ended up taking him a turn to carry it off. 4 Writing a new spell requires a Spell Research roll at a -1 per 5 MAGICAL COMBAT Active points in the spell with a bonus of+ I for every 2x the normal The material which follows is supplemental to the rules that deal time required to write the spell. This is modified by conditions and with magical combat on page 27 and pages 68-71 of the FH equipment, as specified on the Skill Modifiers chart on page 16 of rulebook. the Fantasy Hero rulebook. Poor conditions would be the out­ Levels: Spellcasting is Ranged Combat except for those spells that doors or a dank dungeon while excellent conditions could be a have no range, which are considered Hand to Hand attacks. warm, dry tower where the magician will have few distractions. Therefore, all applicable Weapon Levels will apply. In addition, 5 Equipment would include spell books and a good library. If this roll pt. levels can be purchased with Magical Combat that apply to all is failed, the mage may try again as explained in the guidelines magical attacks and 3 pt. levels can be purchased with Ego under the Spell Research skill description. Combat, Ranged Spells and Spells with No Range that only apply Learninga spell someone else has written is quicker and easier. to spells of the appropriate type. This will allow magicians to If the mage has access to a book or scroll with the spell in it or is improve their targeting rolls without making them expert warriors taught the spell by someone else who already knows it, he needs to in the process. Levels used in magical combat cannot be used to make a Magic or Spell Research roll (whichever is higher) at -1 per raise the Damage Class, Stun Multiple or Body done by a spell IO Active points in the spell. The time requirement is 1/5 of that effect, but they can be used for OCV or to increase the Range required to build the spell from scratch, which is simply one step Modifier, where applicable. down on the time chart. As before, taking twice as long will provide Example: Mada/Ion the Mage is casting an Intelligence a + 1 bonus and appropriate conditions and equipment will be a Destruction, which has No Range. He has one five-point great help. If the roll is failed additional attempts can be made as weapon level with all hand-to-hand combat and one three­ previously discussed. point level with Brawling. Both are applicable, and he decides Changing a spell works much the same way as writing a new to apply them to his OCV. If he had any levels with Magical one, but since the caster has something to work from, his Spell Combat or Spells with No Range they would also apply, hut Research roll is at -1 per IO points in the modified spell instead of sadly he has none. Hefai/s his role and is neat/ye/oven in twain -1 per 5. Changing a spell takes half the time required to build the by the Dark One. same spell from scratch. Make sure that this rule is not abused by buying a spell at very few Active Points and then changing it to a much higher total in half the normal time. MAGICAL SKILLS In all three cases, certain complementary skills may be appli­ cable. You can also vary the difficulty of writing, learningand/or Complementary Skills: Where appropriate, certain skills could changing spells by changing the base time requirement. Ifall of this be considered complementary to a character's Magic Skill. Appro­ seems too involved for your tastes, ignore it. Use the simpler priate skills will often be suggested by the spell and the situation guidelines given in the Spell Research description or allow a under which it was used. The most common are Professional and character to make his Spell Research-or Magic Roll once between Knowledge Skills that relate to the caster's style of magic. The each game with a -1 per 5 points in the spell he is trying to write or rules which deal with the use of complementary skills are on page learn. He may add or change I point for every point by which this 15 of the F H rulebook. roll is made. He continues to make these rolls until enough points Example: A warlock is casting a summoning spell that creates have been spent to purchase the spell. a zombie. He has Knowledge Skill: Necromancy at 13-. The Example: Zardron is writing a spell with 50 Active Points. Gamemaster decides that this is complementary to the Consulting the time chart, it will take him one month to warlock's Magic Skill for the pwposes of this spell. He rolls a complete with a -JO to his Magic Roll, which is only 17-. 10, so he gets a +2 to his Magic Roll. Fortunately, he has a large library and a comfortable study, Writing, Learning, and Changing Spells: The time it takes for which give him a total modffier of +4, raising his base chance a wizard to write a new spell, learna spell someone else has written to 11-. Unsatisfied with these odds, he decides to take four or change a spell he already knows is based on the number of active months instead, which provides a +2 bonus, increasing his points in the spell. Writing a spell takes a base of I hour for spells chances to a 13-. He takes the time and rolls a 15, which isn't of IO active points or less. For every additional IO points, the time good enough. He tries again, which takes two more months. requirement is multiplied by 5. This pattern can be approximated This time he rolls a 12, so after six months of study, his spell is by using the chart provided below: finished. A few adventures later, he becomes dissatisfied with the way the spell is working, so he decides to change some of Points of Spell Time Required the advantages on the spell, raising its Active total to 60 points. Consulting the time chart, we find that this level would nor­ 1-10 pts. I hour mally take six months to research, hut since Zardron is 1-20 pts. 6 hours changing the spell instead of modifying it, it only takes six 21-30 pts. I day weeks at a -6 to his Spell Research roll, giving him a 11 31-40 pts. I week modified to J 5for conditions and equipment. He takes the time 41-50 pts I month and rolls a 10, which is successful. Later, his apprentice asks 51-60 pts. I season (3 months) the wizard to teach him the spell. This would take three months, Sample61-70 pts. I year with a -6 to the Spell Research file or Magic Roll, hut the master 71-80 pts 3 years is in a had mood and turnshim down. Pity. 81-90 pts. I decade 91+ pts. GM's Discretion 5 ERRATA The paragraphs which follow clarify specific problems in the original rules. Once again, this is the final word on the subject, so if you think there is a conflict. use the corrections provided herein. Defense: As you may have guessed, there is no Metamorphosis. Transfer was also left off the list due to circumstances beyond our control. Therefore, Defend works against Dazzle, Destroy, Dispel, Drain. Suppress. Transfer, and Transform. Delayed Effect: You can define the Concentrate, Extra Time. Gestures, Incantations and Materials limitations as either Storing or Release. If they are taken as Storing, they will only effect the storing of the spell. Taken as Release, they will effect the release of the spell. If Extra Time is taken as Release, the base casting time is considered a full phase instead of the half phase no1�ally required to cast Delayed Effect spells. It is possible to take these action is called for and the Gamemaster agrees that it is appropri­ limitations twice on spells with Delayed effect. once as Storing and ate. an Ego Roll is made. Failure means the push accomplished once as Release. Those taken as Storing are worth the lower value nothing. and the spell is cast as normal. If the Ego Roll is listed under the limitations for Delayed Effect, but those taken as successful. the active points of the spell may be increased by up to Release are worth the higher value based on the kind of spell on five points plus one per point by which the roll was made. The which they are taken (Constant or Instant). caster must spend one Endurance per point the spell is pushed in The endurance for Constant spells with the Delayed Effect addition to the normal Endurance cost. These points increase the advantage must be defined as Stored or Cast. If Stored. the caster active points of the spell, so the exact results of the push will pays as many endurance as he wants out of his own endurance or depend on which advantages. if any, were used. The spell must still endurance reserve. depending on the spell. When the spell is be cast. and the penalty to the Magic Roll is based on the active released, it will feed off the pool of endurance the caster devoted points of the spell as affected by the effects of the push. If the spell to the spell when he stored it. When this pool is out of points, the fails for one reason or another, the push is wasted. spell goes down. The caster may not add any more endurance to the The Gamemaster may want to restrict the use of pushing in his pool, but he may cancel the spell at any time. If the spell goes down campaign by applying modifiers to the characters Ego Roll to for any reason before the endurance pool has been used up. the rest reflect the situation. The general Skill Modifiers chart provides of the reserve is wasted. If the endurance is defined as Cast. the some obvious guidelines such as bonuses for taking extra time, caster pays enough endurance for one phase when he stores the roleplaying. and appropriate conditions. The combat modifiers spell. When it is released, the caster need not pay endurance for the and equipment adjustments are inappropriate for this application. first phase of operation because he has already done so when he Example: Orion is //Ting ro heal one of'hisfallen comrncles. stored the spell. After the first phase, he must pay endurance every His spell is11·1 JJOwe,_/itl enough to hring rhe ,·icrim hack to I phase to maintain the spell as he would for a Constant spell without Bod,· or higher. so if'he doesn't do something. his.fi'iencl will Delayed Effect. die. Hcfi1rnses his inner srrength and makes a hemic effim. Example: Neh Kettlewell is hui!ding a Constant SJJell with Orion has C/11 Ego of' IH. and the Gamemasrer gi,·es him a +3 Dela_vecl Effect. He decides that the e11cha11t111e11t shou/cl wke .fi1r the situation and his roleplaving. which /'Clises his ml/ to a C ' a/it!! hour to release. and a turn to rnst. with Gestures and /6-. He rolls a JO. so he C III raise the acri,·e points (Jf his spell /11ca11tatio11s during storing. release and throughout the hr 11p to II Actire points. Unfim11narel_v. his healing spell is Fast. £as,·. and Ranged. so the hesr he can do is an e.rtrnhalf' SJJell's OfJe/'Cltion. This comhi11ario11 of' !i111iwtio11s is worrh a toral honus of'+4.75 ( 1.25 + I +.25+.25 +I+ I). He decides rhar die. which 1-rill cos/ him 10 Enc/11/'Clnce. As luck would hal'e ir. he rolls a 6 and gets rhe J)()inr he needs. Good triumphs again. he would /'Cl/her1101 hare to /J(l_\: end11/'C/11cewhen rhe SJJell is up. so he chooses the Stol'C'd Endurance OJJtion. Larcr. he stores Reduced Endurance: When you are buying a spell with multiple the spell. wking an hour to do so. He spends enough e11d11ra11ce effects and you wish to lower the endurance cost, you have to ro keep rhe SJJell 11JJ.fi>rfimr of'his phases. When he releases rhe purchase the same level of reduced endurance on each effect in the SJJell. which requires ofit!I 111m. ir will remain in oJJerarionfi1r spell. The active points are totalled to calculate the endurance cost .fi1111· phases unless Neh is s/111111ed. knocked out or decides to for the spell. and any reduced endurance is applied to this total. dmp the e11cha11tme11t \'0/1111taril_v. Example: Darko has a spell wirh Mo effects. one with 37 Instant: The Instant limitation is only worth the+ I bonus listed in Actire JJOints and anotlu.'r with /9. The spell requires II the description. not the +2 listed in the summary. This is because e11c/11rnnceJJCI" JJhase ro maintain (( 37 + I 9 )/5) which is a little other limitations on Instant spells are worth more than those higher than he wants to pay. so he adds one /ere/ (if' red11ced applied to Constant spells. so changing Constant to Instant will e11d11rn11cc/0 each cffc'cf.hringing the endurnncecosr down to result in higher limitations above and beyond the +I. If you 5. a far more 1·caso1whle lnel and a hargain al the price. disagree with this reasoning, Instant can be worth +2 in your According to the definition of this disadvantage, campaign. but make sure all your players are aware of it so that you Side Effects: Samplewhen the caster fails his Magic Rollfile trying to cast a spell. 'bad maintain internalconsistency. things happen.· The exact meaning of 'bad things' is unclear. but Pushing Magic: As touched upon in the original rules. a wizard is implied that they are offensive effects which are directed against may "push" his spells. Pushing is an act of will which allows a the caster who gets no defenses against the attack. This is mislead­ character to surpass his normal capabilities, typically the limits of ing, as the actual definition of Side Effects is much broader than his physical strength. It is also possible to "push" a character's this. magical capabilities. When a spellcaster feels that extraordinary