This article is an extended version of Four by Five Magic System for FUDGE, written originally by Steffan O'Sullivan, FUDGE's creator. I used it a few times till I noticed it was so open I needed to decide with every spell factors like range, damage, etc, which made it slow and hard to use. So, I followed Steffan's advice and expanded it to something more usable. I still need to playtest it more, though! :)
Important note: as it is a work derived from Steffan's Four by Five Magic System for FUDGE, he owns the original rights. Only the expanded rules and how to use them are mine. Steffan, if you want something more specific to cover your rights about your original article, just let me know! :)
ABOUT FUDGE
Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at
http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
DISCLAIMER
The following materials based on Fudge, entitled Enhanced Four By Five Magic System, are created by, made available by, and Copyright (C) 2000 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.
- Basic rules
It is mostly the old 4x5 magic system with a few changes:
- The spells have a power level from Fair to Superb, based upon their main goal and a few modifiers which are Range, Area of Effect (volume), Duration, Power. Not every spell uses all the modifiers at the same time.
- The modifiers are measured with the Terrible ... Superb scale, and when they're positive we add them up with a few extra rules to get the main ease level of the spell.
- Power and Duration are usually acumulative (having in count Power is always Fair at least and that we don't add up negative factors); Range and Area of Effect modify the difficulty as follows: if they're greater than the maximum of Power and Duration, we use as final ease level the greater factor. If they are equal, the mana cost increases in a +1. The minimum spell ease level is Fair, mainly due to the minimum Power level which can be cast, which is Fair.
- If a low Duration should make a spell harder instead of easier, multiply the duration factor by -1 before calculating the final ease level (it is much harder breaking an iron door in 5 seconds than in a week; at the same time, it is easier to cast a 1 second fireball than a 1 minute one). In short, making is harder and slower than destroying. In the extremes an Instantanuous spell becomes a Permanent one, as breaking a spell is done in a little while and has to be cast again. Moreover so, in general, spells involved with a great amount of energy or power (no doubt not subtle spells) if cast to last more than at Terrible Duration level, will make the Duration factor count as positive and be directly added to the Power. This is an exception to the standard rules.
- Physical effects are usually harder and more expensive than subtle ones, amongst them most mental effects. It isn't the same casting a fireball with to a target 1 mile away than detecting if there is a bonfire at the same distance. Thus, I've split the factors in two costs starting with Good and greater power levels. The smaller cost is for subtle effects.
- The modifiers have the following meaning:
| Range | Physical effects/mental or subtle effects |
| Terrible | yourself (0) |
| Poor | quite near (1 meter) |
| Mediocre | near (10 meters) |
| Fair | clear target (20 meters) |
| Good | I see you (40 meters/160 meters) |
| Great | I don't see you (120 meters/960 meters) |
| Superb | far away (1 mile away/3.5 miles away) |
| *Legendary | far far away (5 miles away/20 miles away) |
| *Legendary+1 | farther away (35 miles away/120 miles away) |
| *Legendary+2 | don't know where (200 miles away/700 miles away) |
| Area of effect | Physical effects/mental or subtle effects |
| Terrible | yourself |
| Poor | a closet |
| Mediocre | a storeroom (radius 0.5 meters) |
| Fair | a small room (radius 1 meter) |
| Good | a room (radius 2 meters/radius 3 meters) |
| Great | a big room (radius 3 meters/radius 4 meters) |
| Superb | a house (radius 4 meters/radius 8 meters) |
| *Legendary | an inn (radius 8 meters/radius 12 meters) |
| *Legendary+1 | a small castle (radius 16 meters/24 meters) |
| *Legendary+2 | a castle (radius 40 meters/60 meters) |
| Duration | Physical effects/mental or subtle effects |
| Terrible | close to nothing or instantaneous (1s) |
| Poor | very little (5s) |
| Mediocre | some time (1min) |
| Fair | a while (10mins) |
| Good | a long while (1h/4h) |
| Great | lots (3h/1d) |
| Superb | quite a long time (9h/a week) |
| *Legendary | longer than you'd think (1 day/6 weeks) |
| *Legendary+1 | a short trip (3 days/9 months) |
| *Legendary+2 | a long trip (9 days/4 years) |
| Power | (the power modifier does never count as subtle effects) |
| Terrible | - |
| Poor | - |
| Mediocre | - |
| Fair | Damage +1*/-1**, Attribute or skill modified in a -1/+1*** |
| Good | Damage +2*/-2**, Attribute or skill modified in a -2/+2***, Scale (Movement/size) -1/+1 |
| Great | Damage +4*/-4**, Attribute or skill modified in a -3/+3***, Scale (Movement/size) -2/+2 |
| Superb | Damage +8*/-8**, Attribute or skill modified in a -4/+4***, Scale (Movement/size) -3/+3 |
| *Legendary | Damage +14*/-14**, Attribute or skill modified in a -5/+5***, Scale (Movement/size) -4/+4 |
| *Legendary+1 | Damage +22*/-22**, Attribute or skill modified in a -6/+6***, Scale (Movement/size) -5/+5 |
| *Legendary+2 | Damage +32*/-32**, Attribute or skill modified in a -7/+7***, Scale (Movement/size) -6/+6 |
- Notes:
- * A spell can harm a target ignoring its armor (including its natural armor or likely gifts, but not its Health nor its Mass Scale), but then the damage is 2 point less, the ease level for Finesse is 1 level greater and the cost in mana is two points greater.
- ** You can't get soak modifiers that high, but you can reduce the damage of a source (for example, from a bonfire).
- *** An attribute can't get higher than the modifier; thus, a character with Good Strength with a spell which gives 2 extra levels makes him have a Great Strength (+2). Conversely, a very powerful spell which gave him 4 extra levels would make him have Legendary Strength (and not Legendary+1 Strength, for having a base Good Strength). There is no limit to how little you can reduce an attribute. If a wizard casts several spells of the same kind, only the stronger spell applies (a +1 Strength spell and a +2 Strength one aren't equal to a single +3 Strength; only the +2 Strength spell remains). The only exception is when the character receives negative and positive spells. He gets all the modifiers (a -2 Strength spell hits a character with Good Strength, making his strength Mediocre, then a +1 Strength spell makes him have a Fair Strength, not a Great strength).
- **** Spirits are harder to affect with magic. Any attribute or scale factor applied to them is 1 point worse (thus a Fair spell can't make them weaker nor stronger).
We add a new skill, Finesse : this skill is used to control and direct the
magic energies to its target, like for example a fireball against a platoon of soldiers or a
lightning bolt to a door. Don't forget that many spells hit their targets directly, so they don't
need a roll for this skill. In doubt, follow the Storyteller's choice. In any case, the ease level
for this skill depends on factors like distance, concealment, movement, etc, like any range attack
skill. You can dodge such spells (again, it depends on the circumstances).
As said before, in the case of attack spells that can be aimed, it's possible to direct the magical
energies to avoid the armor of the targets. In those cases, the ease level of Finesse goes up 1 level,
because it's harder to aim the spell by bypassing the protections. Likewise, the damage is lowered two
points, a small prize to pay with full armored foes, due to the same extra effort to control the spell,
and finally the mana cost goes up two points, to pay for the extra precision.
- Ordinary spells
Let's see now the correlation of 4x5 magic with this system, maximizing the modifiers as much as we can (unless it is obvious the wizards would cast the spell with lesser levels) increasing the Ease level:
- Fair spells
- Enhance Body: heal a minor wound in one day instead of five.
- Range Poor (quite near): -2
- Duration Terrible (instantaneous): -3
- Power Fair (heals a light wound): +0
Ease level: Fair
- Diminish Body: give an enemy a -1 to strike at you.
- Range Mediocre (near): -1
- Duration: Mediocre (some time): -1
- Power Fair (skill level -1): +0
Ease level: Fair
- Sense Body: discover an opponent's skill level by the way he holds his sword.
- Range Mediocre (near): -1
- Duration Terrible (instantaneous): -3
- Power Fair (it'd measure with accuracy a skill in the range -3..+3): +0
Ease level: Fair
- Control Body: [none]
- Enhance Mind: being able to remember a fairly long list of items.
- Range Terrible (yourself): -3
- Duration Mediocre (some time): -1
- Power Fair (Reasoning +1 level, for memory purposes only): +0
Ease level: Fair
- Diminish Mind: allow your weak disguise to pass all but intense inspection.
- Range Terrible (yourself): -3
- Duration Mediocre (some time): -1
- Power Fair (weak disguise which imposes a -1 level to Reasoning, as its specific purpose): +0
Ease level: Fair
- Communicate with Mind: stare into a person's eyes and convey a four-word message without speaking or moving.
- Range Mediocre (near): -1
- Duration Poor (very little): -2
- Power Fair (minimum level in use): +0
Ease level: Fair
- Control Mind: [none]
- Enhance Spirit: [none]
- Diminish Spirit: [none]
- Communicate with Spirit: [none]
- Control Spirit:
- Enhance Energy: keep a fire going ten minutes after it should have died out.
- Range Poor (quite near): -2
- Duration Fair (a while): +0
- Power Mediocre (here the factor which matters is time): -1
Ease level: Fair
- Diminish Energy: kill a fire that should have kept burning.
- Range Mediocre (near): -1
- Duration Terrible (instantaneous): -3
- Power Fair (minimum level in use): +0
Ease level: Fair
- Sense Energy: sense which room in the inn you are at have a lit fire.
- Range Mediocre (near): -1
- Duration Poor (very little): -2
- Power Fair (minimum level in use): +0
Ease level: Fair
- Control Energy: [none]
- Enhance Matter: make a sword less likely to break.
- Range Poor (quite near): -2
- Duration Mediocre (some time): -1
- Power Fair (defensive factor +1): +0
Ease level: Fair
- Diminish Matter: snap a taut rope by touching it.
- Range Poor (quite near): -2
- Duration Terrible (instantaneous): -3
- Power Fair (ofensive factor +1): +0
Ease level: Fair
- Sense Matter: sense the quality of a sword by touching it.
- Range Poor (quite near): -2
- Duration Poor (very little): -2
- Power Fair (minimum level in use): +0
Ease level: Fair
- Control Matter: [none]
- Good spells
- Enhance Body: temporarily raise someone's Strength by two levels.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (Strength +2 levels): +1
Ease level: Good
- Diminish Body: cause a speaker to go hoarse.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (Reasoning -2 levels for speaking and language rolls' purposes): +1
Ease level: Good
- Sense Body: diagnose the most difficult disease accurately.
- Duration Fair (a while): +0
- Range Poor (quite near): -2
- Power Good (as if having a Great Diagnose diseases skill): +1
Ease level: Good
- Control Body: cause someone to stumble as they walk.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (all movement skill rolls have a -2 penalty): +1
Ease level: Good
- Enhance Mind: temporarily raise someone's Reasoning power by two levels.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (Reasoning +2 levels): +1
Ease level: Good
- Diminish Mind: make someone drunk after they've had only one small drink.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (Reasoning -2 levels as if the target were drunk): +1
Ease level: Good
- Communicate with Mind: send a silent message to someone in the same room.
- Duration Poor (very little): -2
- Range Fair (clear target): +0
- Power Good (minimum level for a full wordless message): +1
Ease level: Good
- Control Mind: cause someone to see something out of the corner of their eye - nothing really there.
- Duration Terrible, perhaps longer (instantaneous): -3
- Range Fair (clear target): 0
- Power Good (fools the target like if it had -2 levels of Reasoning): +1
Ease level: Good
- Enhance Spirit: strengthen a spirit by +1.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (an attribute enhanced one level): +1
Ease level: Good
- Diminish Spirit: weaken a spirit by -1.
- Likewise, but with a level less.
Ease level: Good
- Communicate with Spirit: ask a spirit yes or no questions and understand the answers.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (spirit magic is harder): +1
Ease level: Good
- Control Spirit: [none]
- Enhance Energy: increase a gust of wind to a strong blast.
- Duration Poor (very little): -2
- Range Fair (clear target): +0
- Power Good (like a Great Strength): +1
Ease level: Good
- Diminish Energy: reduce an attack spell by -2 damage.
- Duration Fair, or equal of that of the spell targeted: +0
- Range Fair (clear target): -0
- Power Good (reduces the amount of damage 2 levels): +1
Ease level: Good
- Sense Energy: hear words spoken into the wind a few minutes ago.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (minimum level required): +1
Ease level: Good
- Control Energy: cause fire to leap out of the fireplace a short distance.
- Duration Poor (very little): -2
- Range Fair (clear target): +0
- Power Good (minimum level required): +1
Ease level: Good
- Enhance Matter: allow a wooden staff to parry a sword without damage.
- Duration Fair (a while): +0
- Range Fair (clear target): +0
- Power Good (defensive modifier +2): +1
Ease level: Good
- Diminish Matter: snap a board with a light touch.
- Duration Poor (very little): -2
- Range Fair (clear target): +0
- Power Good (ofensive modifier +2): +1
Ease level: Good
- Sense Matter: determine how much money a person is carrying.
- Duration Poor (very little): -2
- Range Fair (clear target): +0
- Power Good (minimum level required): +1
Ease level: Good
- Control Matter: open a lock with a lockpick in a few seconds - without the lockpicking skill.
- Duration Mediocre (some time): -1
- Range Poor (quite near): -2
- Power Good (as if having a Great Lockpicking skill): +1
Ease level: Good
- Great spells
- Enhance Body: run twice as fast as otherwise possible.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (movement scale +2): +2
Ease level: Great
- Diminish Body: weaken a warrior so that he can't lift his sword.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (Strength -3 levels): +2
Ease level: Great
- Sense Body: look at person and know their physical skills, including levels, at +/-1 accuracy.
- Duration Fair (a while): +0
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Control Body: freeze someone in place.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Enhance Mind: teach someone one of your skills at your level; lasts one day.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Diminish Mind: make someone forget one mental skill for a day.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Communicate with Mind: read surface thoughts of a subject.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Control Mind: create illusions which can be seen, heard, smelt, felt.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (fools the senses as if the target had -3 levels less in Reasoning): +2
Ease level: Great
- Enhance Spirit: strengthen a spirit to twice its potency.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (increases its potency in 2 levels): +2
Ease level: Great
- Diminish Spirit: weaken a spirit to half its potency.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (disminishes its potency in 2 levels): +2
Ease level: Great
- Communicate with Spirit: talk freely with any spirit.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Control Spirit: bind a spirit to specific object or allow a spirit bound in place to roam free.
- Duration Good (a long while): +1 (it would need Duration Superb to make it permanent)
- Range Good (I see you): +1
- Power Great (minimum level required, unless specific magic was used): +2
Ease level: Great
- Enhance Energy: cause water to overflow a dam.
- Duration Fair (a while): +0
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Diminish Energy: stop a fireball from doing damage.
- Duration Terrible (usually instantaneous): -3
- Range Good (I see you): +1
- Power Great (reduces damage in 4 levels): +2
Ease level: Great
- Sense Energy: psychometry - feel the personality of the last person to use an object.
- Duration Fair (a while): +0
- Range Good (I see you): +1
- Power Great (minimum level required): +2
Ease level: Great
- Control Energy: ride the wind.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (flying speed scale +2): +2
Ease level: Great
- Enhance Matter: grow a knife into a sword.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (scale increased in a +2): +2
Ease level: Great
- Diminish Matter: shrink a spear to an arrow.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (scale decreased in a -2): +2
Ease level: Great
- Sense Matter: imprint your signature on an object - be aware of who touches it over the next week.
- Duration Great (lots): +2
- Range Good (I see you): +1 (you have to be in the specified range for the spell to give you any info)
- Power Good (doesn't give away much info, thus Duration in the main factor here): +1
Ease level: Great, the spell needs to have Duration Superb (subtle) to enable the spell to last a whole week.
- Control Matter: animate a pair of scissors to operate at your will from a distance.
- Duration Good (a long while): +1
- Range Good (I see you): +1
- Power Great (Great Reflexes and Flying Scale +2): +2
Ease level: Great
- Superb spells
- Enhance Body: restore a missing limb.
- Duration Poor (reversed factor) (very little): +2
- Range Great (I don't see you): +2
- Power Great (minimum level required, would heal an Incapacitated level wound): +3
Ease level: Superb
- Diminish Body: cause damage to an enemy as if struck by an invisible sword.
- Duration Terrible (very little): -2
- Range Great (I don't see you): +2
- Power Great (damage +8 or +6, armor doesn't protect the target, with extra costs): +3
Ease level: Superb
- Sense Body: sense when a specific person walks into a room a mile away.
- Duration Great (lots): +2
- Range Superb (far away, though it's a subtle spell): +3
- Power Great (minimum level required): +2
Ease level: Superb
- Control Body: shapeshift into a hawk.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Great (minimum level required, roughly scale -3, flying speed +3, etc): +3
Ease level: Superb
- Enhance Mind: restore an insane person to mental health instantly.
- Duration Poor (reversed factor) (very little): +2
- Range Great (I don't see you): +2
- Power Great (minimum level required, heals mental damage as if getting Reasoning +3 levels): +3
Ease level: Superb
- Diminish Mind: drive someone mad instantly.
- Duration Poor (very little): -2
- Range Great (I don't see you): +2
- Power Great (minimum level required, causes mental damage as if getting Reasoning -3 levels): +3
Ease level: Superb
- Communicate with Mind: read subsurface thoughts.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Great (minimum level required): +3
Ease level: Superb
- Control Mind: cause a character to attack his friends.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Great (minimum level required): +3
Ease level: Superb
- Enhance Spirit: cause a spirit to grow ten times its size.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Great (increases its potency in 3 levels): +3
Ease level: Superb
- Diminish Spirit: cause a zombie to disintegrate, freeing the spirit from the body forever.
- Duration Poor (reversed factor) (very little): +2
- Range Great (I don't see you): +2
- Power Great (destroys simple undead; decreases greater ones' potency in a 3 levels): +3
Ease level: Superb
- Communicate with Spirit: summon a spirit from another realm.
- Duration Mediocre (some time): -1
- Range Superb (far away): +3
- Power Superb (minimum level required): +3
Ease level: Superb + 1 extra mana
- Control Spirit: banish a spirit from this plane entirely.
- Duration Mediocre (reversed factor) (some time): +2
- Range Great (I don't see you): +2
- Power Superb (minimum level required): +3
Ease level: Superb
- Enhance Energy: create a wind storm from a Fair gust of wind.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Superb (minimum level required, wind Strength is Legendary): +3
* Note: if we wanted a whole wind storm we should use Area of effect as well; this is merely a bolt of terribly strong air.
Ease level: Superb
- Diminish Energy: nullify another magician's powerful spell.
- Duration Mediocre (usually equal to the other magician casting time) (some time): -2
- Range Great (I don't see you): +2
- Power Superb (actually equal to the original spell Ease level): +3
Ease level: Superb
- Sense Energy: sense when magic is being used in a castle a mile away.
- Duration Great (lots): +2
- Range Superb (far away, though it's a subtle spell): +3
- Power Great (the main factor here is range; we don't get much info about the magic being cast): +2
Ease level: Superb
- Control Energy: cast a big fireball.
- Duration Terrible (instantaneous): -3
- Range Great (I don't see you): +2
- Area of effect Great (a big room): +2
- Power Superb (damage +8, armor protects though probably your clothes will be set on fire): +3
Ease level: Superb
- Enhance Matter: make paper as hard as rock.
- Duration Great (lots): +2
- Range Great (I don't see you): +2
- Power Superb (minimum level required, defensive modifier +4): +3
Ease level: Superb
- Diminish Matter: snap a sword by touching it.
- Duration Mediocre (reversed factor) (some time): +2
- Range Great (I don't see you): +2
- Power Superb (minimum level required, ofensive modifier +4): +3
Ease level: Superb
- Sense Matter: locate the nearest quantity of gold within a mile.
- Duration Great (lots): +2
- Range Superb (far away, though it's a subtle spell): +3
- Power Great (minimum level required, the factor important here is range): +2
Ease level: Superb
- Control Matter: shape stone as if it were soft putty.
- Duration Mediocre (reversed factor) (some time): +2
- Range Poor (quite near): -2
- Power Superb (minimum level required, ofensive modifier +4): +3
Ease level: Superb
Now a few new spells using this set of rules:
- Control Matter: create a projectile from thin air and shoot it with great strength.
- Duration Poor (very little): -2
- Range Good (I see you): +1
- Power Great (damage +4): +3
Ease level: Great
- Control Body: walk through walls
- Duration Great (lots): +2
- Range Terrible (yourself): -3
- Power Superb (minimum level required) +3
Ease level: Superb
- Control body: spiderwalk
- Duration Good (a long while): +1
- Range Terrible (yourself): -3
- Power Great (minimum level required, Climb checks at +3 if needed a roll) +2
Ease level: Great
- Legendary magic (optional rules)
Some wizards (usually, one, two or three per world) have mastered their art enough to cast spells more powerful than most other wizards are allowed to. Thus I added at least three extra levels in the spell modifiers: legendary, legendary+1 and legendary+2.
A legendary wizard is powerful enough to level castles with huge fireballs, to summon extraplanar beings and bind them to their wills, to cast spells lasting years, or so far away nobody can't be prepared for them.
A PC wizard can become legendary following these steps:
- First he must have mastered the art, having at least 10 of the spell effects at Superb level.
- Second, if the Storyteller allows him to do so, the wizard must buy a gift called "Legendary magic", which will allow him to cast Legendary spells, involving legendary power or enough modifiers to made them legendary.
- Spells with Legendary+1 power, require to pay all these costs again but to the next level; that is, to have at least 10 of the spell effects at Legendary level, and buy a "Legendary +1 magic", and so on, with each new level of legendary magic, though the Storyteller should make it much harder with each extra level.
Example: to show you all what a specific legendary spell can do, we'll show what legendary fireballs could do:
- Control Energy: cast a huge fireball.
- Duration Terrible (instantaneous): -3
- Range Superb (far away): +3
- Area of effect Superb (a house): +3
- Power Legendary (damage +14, armor protects though probably your clothes will be set on fire; or damage +12, armor doesn't protect you): +4
Ease level: Legendary
- Control Energy: cast a collosal fireball.
- Duration Terrible (instantaneous): -3
- Range Legendary (far far away): +4
- Area of effect Legendary (an inn): +4
- Power Legendary+1 (damage +22, armor protects though probably your clothes will be set on fire; or damage +20, armor doesn't protect you): +5
Ease level: Legendary+1
- Control Energy: cast THE fireball (also called the Nuke spell)
- Duration Terrible (instantaneous): -3
- Range Legendary+1 (farther away): +5
- Area of effect Legendary+1 (a small castle, around 800 square meters!): +5
- Power Legendary+2 (damage +32, armor protects though probably your clothes will be set on fire, and probably you'll be vaporized anyway; or damage +30, armor doesn't protect you, though anyway it wouldn't stop that much damage): +6
Ease level: Legendary+2
Hits since 09/June/2003: 
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Jorge Arredondo 
Last modification: 07/August/2002