Spell Builder




You can build your own spells by "buying" aspects (ex. area, duration, target, restrictions, effects, etc.) and effects. A spell can have up to 4 points per tier. Spells are broken up into aspects: activation, target, range, duration, effect, upgrades, downgrades.

Here is your full system cleanly organized into five 1�“7 scales, each with consistent conceptual meaning and usable RPG-ready descriptions.

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# 1. Complexity (1�“7)
> “How fundamentally difficult or impossible is the effect?”

RankDescription
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1Natural phenomena (wind, heat, sparks)
2Basic physical/chemical manipulation
3Engineered / technical effects (metallurgy, precise force)
4Biological or cognitive alteration (healing, emotion)
5Spacetime manipulation (teleportation, gravity, time effects)
6Reality-law manipulation (changing rules of physics locally)
7Creation-level alteration (new matter, souls, existence changes)

# 2. Magnitude (1�“7)
> “How much total work/infrastructure is compressed into the effect?”

RankDescription
----------------------------------------------------
1One person / one simple task
2Small skilled group (party-sized effort)
3Organization or village-scale work
4City-scale industry or infrastructure
5Nation-level coordination or resources
6Global civilization systems working together
7Entire planetary civilization acting as a system

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# 3. Scope (1�“7)
> “How many targets or how large an area is affected?”

RankDescription
-----------------------------------------------------
1One creature or object (size ≤ medium)
2Small group or single room
3Building or small structure
4Street / battlefield section
5Town or city district
6Entire city or large region
7~10-mile radius (everything within area boundary)

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# 4. Activation Time (1�“7)

> “How long does it take to activate the effect?”

RankTimeMeaning
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11 standard action (~6 seconds)Instant combat casting
21 minuteShort ritual / focused casting
310 minutesExtended concentration
42 hoursMajor ritual preparation
51 dayLong-form working / ceremony
61 weekExtended ritual cycle
71 month+Mythic or infrastructural ritual

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# 5. Material Cost (1�“7)

> “How expensive are the required components/resources needed to activate the effect?”

RankDescription
-------------------------------------------------
1No cost / trivial components (1 cp/tier or less)
2Minor tools or consumables (1 sp/tier)
3Valuable materials (gems, rare herbs, metals) (1 gp/tier)
4Wealthy individual-level expense (10 gp/tier)
5Fortress / warship-level expenditure (100 gp/tier)
6National treasury-level cost (1,000 gp/tier)
7Billionaire-scale sacrifice (10,000 gp/tier)

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# Formula: Complexity + Magnitude + Scope - Time - Cost = Tier




ACTIVATION

Activation determines how long it takes to create a spell effect.

Activation TimePoint Cost
Free reaction8
Reaction or Free6
1 action4
2 actions2
3 actions0
3 rounds-1
1 minute-2
3 minutes-3
10 minutes-4
30 minutes-5
2 hours-6
6 hours-7
24 hours-8
>1 day-8 -1 more per week



TARGET


Point CostTarget
0+1 object up to size (points spent) within Melee or Close range
0+1 creature up to size (points spent) within Melee or Close range
1+1 object or creature up to size (points spent) within Melee or Close range
1/2Only applies to a specific type of creatures/objects
+1Up to 3 targets
+3Up to 10 targets
+6Up to 30 targets
+10Up to 100 targets
+15Up to 300 targets
+21Up to 1,000 targets
+4Very Little Area*
+8Little Area*
+12Medium Area*
+16Big Area*
+20Very Big Area*
+2Short Range (30 feet)
+4Medium Range (100 feet)
+6Long Range (300 feet)
+8Far Range (1,000 feet)
+10Close Travel Range (1 mile or 1.5 km)
+12Short Travel Range (3 miles or 4.5 km)
+14Medium Travel Range (10 miles or 15 km)
+16Long Travel Range (100 miles or 150 km)
+18Far Travel Range (1,000 miles or 1,500 km)
+20Planetary Range
+22Stellar Range
+24Interstellar Range
+26Galactic Range
+2Interdimensional/interplanar
1/2 range costHarmless or Willing/Helpless targets only

Very Little Area Types:
Little is x2, Medium is x3, Big is x4, and Very Big ix x5

Area (Burst) (+2): A very small burst is only 5 feet (1.5 meters) in diameter per tier (minimum 5 feet) at very close range (10 feet per tier). A small burst is 10 feet (3 meters), an average burst is 15 feet (4.5 meters), a large burst is 20 feet (6 meters), and a very large burst is 25 feet (7.5 meters).

Area (Cone) (+1): A very small cone is only 5 feet (1.5 meters) per tier (minimum 5 feet). A small cone is 10 feet (3 meters), an average cone is 15 feet (4.5 meters), a large cone is 20 feet (6 meters), and a very large cone is 25 feet (7.5 meters).

Area (Cylinder) (+3): A cylinder functions as a burst except it is 20 times as tall as it is wide. So a cylinder that had a 10-foot diameter would have a 200-foot height and a cylinder with a 125 foot diameter would be 2,500 feet tall.

Area (Emanation) (+3): A very small emanation is only 5 feet (1.5 meters) in diameter per tier (minimum 5 feet). A small emanation is 10 feet (3 meters), an average emanation is 15 feet (4.5 meters), a large emanation is 20 feet (6 meters), and a very large burst is 25 feet (7.5 meters).

Area (Line) (+3): A very small line is only 100 feet (30 meters) per tier (minimum 50 feet). A small line is 200 feet (60 meters), an average cone is 300 feet (90 meters), a large cone is 400 feet (120 meters), and a very large cone is 500 feet (150 meters) per tier. A very small and small line is only 5-foot wide and tall. An average and large line is 10-foot wide and tall. A very large line is 15-foot wide and tall.

Range: Close range is 25 feet (7.5 meters) + 5 feet per tier (1.5 meters). Medium range is 50 feet/10 feet and Long range is 100 feet/20 feet. If the effect is a noncombat effect (no damage, healing, debuff, or forced movement) then this range increases by a multiple of 10 (1 mile/1,000 feet, 10 miles/2 miles, and 100 miles/20 miles).





EFFECTS

Effect Categories: Alteration | Control | Creation | Destruction | Perceive

ALTERATION
1 - remove nonlethal hp OR grant temporary hp
2 - heal 1 damage type: biological, mental, physical, stamina
3 - heal 2 types
4 - heal 3 types
5 - heal all 4 types
X/4 - grant a bonus to one skill
X/2 - grant a bonus to a certain category of skills (up to 8 if they're all parenthetical or up to 4 if they are not)
X - grant a bonus to all skill rolls
X - grant bonus to a certain type of attack rolls or saving throws
X*2 - grant bonus to all attack or all saving throws
X*4 - grant a bonus to all attack rolls and saving throws

CONTROL
X - Impose compulsion on a single creature X = Compelled stage
? - Impose penalties on a creature, as Alteration but in reverse
X - Shift willing creature X2 spaces
X*2 - Shift unwilling creature X2 spaces
Double - Teleport or Provoking Shove (forced movement that provokes)

CREATION
1 - create difficult terrain
1 - create turbulence
1 - create minor concealment
2 - create major concealment or minor cover
3 - create total concealment or major cover
4 - create total cover

DESTRUCTION

1 - nonlethal damage
2 - 1 damage type (must include at least one of the following effect types: acid, base, bludgeoning, cold, electricity, disease, heat, mental, piercing, poison, radiant, shadow, slashing, sonic.
+1 - add up to 2 more of the types above or 1 more damage type



MAX BONUS

When creating an ability that grants a bonus, it has a maximum possible numerical bonus based on the duration of the effect creating it and rarity of conditions in which it can be used.

DurationMax Bonus
Permanent1 + 1/5 tier
2 hrs. or less2 + 1/4 tier
10 mins. or less3 + 1/3 tier
1 min. or less4 + 1/2 tier
1 round or less5 + tier
1 action6 + double tier
Conditional (common)+2
Conditional (uncommon)+4
Conditional (rare)+6
Conditional (unique)+8
skills onlyx2


Create Difficult Terrain in area

Create Soft Cover at double the normal area

Create Hard Cover at half the normal area w/ hardness = Tier + 1/2 skill mod
+1 (hardened cover) = full skill mod instead of half

Shaped Area (shape it like a wall)
+1 (shaped any way you like wall or not)

1 - Inflict condition at stage 1 on a crit for 1 round (save ends)
2 - Inflict condition at stage 1 (or 2 on a crit)
3 - crit 3, hit 1
4 - crit 3, hit 2
5 - crit 3, hit 2, miss 1
+2 - two conditions
+6 - three conditions

Duration: 1 round --> 1d4+1 rounds -- 1 minute - 10 minutes - 2 hours - 24 hours - week - month - year - decade - century - millennia - unlimited


BASIC STRUCTURE

Every spells starts with a basic structure and effect that you combine. You can then increase its tier to a maximum equal to half your level. You can buy it as is, or apply downgrades and upgrades. You must apply all downgrades before applying any upgrades and cannot reduce its tier below 1 when doing so.

SINGLE TARGET DAMAGE or HEALING: Activation 1 action | Target 1 creature or object up to size 5 | Rolls (Skill) attack vs. (Defense) | Crit Hit: Max damage + random crit effect; Hit: (2 * Tier)d4 (rare damage type), (2 * Tier)d6 (uncommon damage type), or (2 * Tier)d8 (common damage type).

MULTIPLE TARGET DAMAGE or HEALING: Activation 2 actions | Target 1 creature or object/Tier up to size 5 | Rolls (Skill) attack vs. (Defense) | Crit Hit: Max damage + random crit effect; Hit: (Tier)d4 (rare damage type), (Tier)d6 (uncommon damage type), or (Tier)d8 (common damage type).

AREA TARGET DAMAGE or HEALING: Activation 3 actions | Target All creatures and object in Emanation (Tier), Melee or Close Blast (Tier *2), or Cylinder or Line (Tier * 5) | Rolls (Skill) attack vs. (Defense) | Crit Hit: Max damage + random crit effect; Hit: (Tier)d4 (rare damage type), (Tier)d6 (uncommon damage type), or (Tier)d8 (common damage type).

AREA CONCEALMENT OR DIFFICULT TERRAIN: Activation 2 actions | Target All creatures and object in Emanation (Tier*2), Melee or Close Blast (Tier *5), or Cylinder or Line (Tier * 10) | Rolls (Skill) creates DC of terrain

AREA COVER OR OBSTACLE: Activation 2 actions | Target Emanation (Tier), Melee or Close Blast (Tier *2), or Cylinder or Line (Tier * 5) | Rolls (Skill) creates DC of obstacle

AREA CONCEALMENT AND DIFFICULT TERRAIN: Activation 2 actions | Target Emanation (Tier), Melee or Close Blast (Tier *2), or Cylinder or Line (Tier * 5) | Rolls (Skill) creates DC of obstacle

AREA COVER AND OBSTACLE: Activation 3 actions | Target Emanation (Tier), Melee or Close Blast (Tier *2), or Cylinder or Line (Tier * 5) | Rolls (Skill) creates DC of obstacle



UPGRADES AND DOWNGRADES


ADD CONDITION (+1):  add a tier 1 condition on a hit (2 on a crit hit) for 1 round. Do both or decrease two sizes to add a tier 2 on a hit, and tier 3 on a crit (also deals tier 1 on a miss if it has the unavoidable type). Alternatively, you can apply two tier 1 conditions on a hit and two tier 2 conditions on a crit rather than a single tier 2 on a hit and 3 on a crit. d12 --> d10 --> d8 --> d6 --> d4 --> d2. You cannot reduce damage/healing below (Tier)d2.

DECREASE DIE SIZE (-1): Applies only to a healing or damage effect that deals at least (Tier)d4 damage. Reduce die size by one step: d12 --> d10 --> d8 --> d6 --> d4 --> d2.

INCREASE DIE AMOUNT (+3): Increase existing die by one step: (Tier)d --> (Tier*2)d --> (Tier*3).

INCREASE DIE SIZE (+1): Applies only to a healing or damage effect that deals no more than (Tier)d10 damage. Increase die size by one step: d2 --> d4 --> d6 --> d8 --> d10 --> d12.

NONLETHAL ONLY (-1): Applies only to a healing or damage effect that deals at least (Tier)d2 damage. Deals or heals only nonlethal damage.