Spell Modifiers

Alternate Direction
Base mana modifier: +0 or +1
This spell always originates from an outside object, such as a turret, voodoo doll or the sky. Increase the modifier if the spell originates from the casters choosing every time. If the object the spell originates from can be destroyed, thus ending the spell or preventing it from being cast again, decrease the modifier by one.

After Effect
Base mana modifier: +1
The spell has an after effect costing two mana or less on the round after it ends. Getting this multiple times adds additional rounds. Increasing the mana available every round increases the cost by the same amount.

Burst
Base mana modifier: +2, +3, or +4
A spell with this modifier targets an entire area. The small burst template is +2, the medium template is +3, and the large is +4.

Casting Time
Base mana modifier: -1 through -4; Varies
This spell takes an unusual amount of time to cast for some reason, such as performing a ritual sacrifice or building a robot. A spell taking an entire round reduces the cost by one, two rounds reduces by two. Taking a minute is -3, and anything more than a hour is -4. Normally spells are competed after this, however having the spell ‘go off’ when starting increases the modifier by 2.

Chain
Base mana modifier: +1
A spell with this modifier jumps to a new target within 2 squares, to a max of two total targets. Adding this modification again increases the max by another. Increase the modifier by one to increase the distance the spell can jump another two squares.

Charge
Base mana modifier: +1 or more
This modification allows a spell to be held in hand for up to two rounds after casting, gaining another 1 mana to use on the spell in the second round, and another on the third. This modification stacks with itself, thus a +2 modifier gives two extra mana the second round and another two on the third. If not cast after the last round the spell will detonate on the caster if it can or fizzle harmlessly otherwise.

Concentration
Base mana modifier: +2
A spell with this modifier lasts after the duration ends as long as the caster spends his or her full round to concentrate.

Cone
Base mana modifier: +2 (Short), +3 (Medium), +4 (Large), etc.
The spells effects are spread into a long or wide cone of varying size. If the cone diminishes as it goes out, reduce the modifier by one. Halfway down the cone, receive an automatic -1 hit.

Cool-Down
Base mana modifier: See below
Spells with this modifier have a fluctuating period after cast where the spell can not be cast again. Once cast, the spell gains a pool of dice rolled every round (See the Totally Fucked trait) once this pool is out of dice the spell is ready to be used again. For short cooldowns, 4 dice are used, for medium 6, and for long, 8. Modifiers are -1, -2, and -3 respectively.

Count-Down / Building up and Breaking down
Base mana modifier: See below
Spells that don’t immediately go off, but have no set time may use a count-down, while spells that get stronger, weaker or change as time goes on have either building up, breaking down, or shifting respectively. Building up spells receive an additional mana every time the die pool drops, breaking down spells lose a mana, and shifting spells are changed by one mana. In all cases, the spell modifier depends heavily on how many dice start. For a -1, the spell starts at 4 dice. For a -2, 7 dice. For a -3, 10 dice. See Draining Pool in Dice Mechanics for how count-downs work. Normally the pool is rolled every round, however decreasing the frequency also reducing the modifier. The modifier decreases by 1 if the pool is rolled every minute, 2 if every hour, and 3 if every day.

Drain Power
Base mana modified: -1
Spells that have a duration with this modifier block the ability of the caster to cast any other spells. The caster must have at least three spells for this to be taken.

Delayed
Base mana modifier: +1, +2, or +3
The effect of this spell is delayed up to 3 rounds and releases at the caster’s choice. Increase the cost by 1 to increase the delayed time up to a minute. Add another for up to an hour. The target of the spell does not necessarily know he or she was targeted until it is released. At the making of this spell, the caster must choose if the spell detonates or fizzles out after the allotted time. The mana modifier is one less sever if the caster gives up his choice and has the spell detonate on the stated action of the target or force acting on it. This choice must be made at the building of the spell.

Defense instead of Save
Base mana modifier: -1
The target of this spell may instead make a defense roll instead of a save whenever necessary. This also means that a full defense action is valid against it.

Easy
Base mana modifier: +1
This spell doesn’t require focus to cast. This modifier may be added when a spell is variable.

Encumbrance Interference
Base mana modifier: -1, -2, or -3
Spells with this modifier can not be cast when heavily encumbered, and a 3 dice penalty when moderately encumbered. For a -2 modifier, spell can not be cast while moderately or heavily encumbered, and a 2 dice penalty when lightly encumbered. For the -3 modifier, the spell can not be cast while moderately or heavily encumbered, and take a 4 dice penalty when lightly encumbered.

Enchant Weapon
Base mana modifier: +1 or +2
This spell must be cast as part of an attack with another weapon. The modification is increased if the spell may be cast as part of an attack, or on it’s own. The movement requirement for the spell is satisfied by the attack itself.

Extra Attack
Base mana modifier +1
Supernatural roll to cast the spell receives an extra die.

Extra Damage
Base mana modifier: +1
Increase the base damage of a spell by 1.

Halted by Armor
Base mana modifier: -1
Spells with this modifier are affected by mundane armor.

Held
Base mana modifier: +1 or more
A spell with this modifier may be held after casting up to a certain amount of time, allowing the caster to decide when the target experiences the effects. If the spell can be held up to three rounds, the modifier is +1, if up to a minute +2, hour +3, and day +4. Holding a spell requires a free hand. Saves for spells are rolled when the spell effects “go off.”

Ignore Obstruction
Base mana modifier: +1 or +2
This spells effects may extend past one wall. For an increased cost, any number of walls may be bypassed.

Improved Drop
Base mana modifier: +2
The spell has the Improved Drop weapon feature.

Instant
Base mana modifier: +2, +3, or +4
A spell with this modification may be used as a move action, or for a further increased mana cost, as part of a move action, or with the highest modifier, as a free action.

Lasting
Base mana modifier: +1
The spell lasts in the targeted area for an additional round, making an instant spell lasting increases the cost by one additional mana for the first extra round, then one each round after that.

Limited
Base mana modifier: -1 or less
This spells effectiveness is reduced by about half for some reason. Examples include only affecting natural materials, or can only target those with less than a fourth of their health points left. Sever limitations may be worth more points off the spell.

Limited Targets
Base mana modifier: -3
A spell with this modifier can only be cast on the same target 1 time a day. (minute, hour, day, week, month) (1, 2, 3.) Increasing the time variable decreases the cost by 1 every step to the right. Increasing the frequency increases the cost by one every step to the right.

Line
Base mana modifier: +2
The spells effects are spread along a line from the caster to the spells max range. Adding an addition line of squares (increasing the width) increases the cost by 1 each.

Linked Spells
Base mana modifier: -1, 0, 1 or 2
(-1) Casting Spell A causes Spell A to cost 1 additional mana that stacks with itself, until Spell B is cast, resetting the cost.
(0) Casting Spell A causes Spell A to cost 1 additional mana that stacks with itself and Spell B costs 1 less mana that stacks with itself until it is cast, resetting the cost of both, or alternatively, returning both spells one closer to their respective costs.
(1) Casting Spell A causes Spell B to cost 1 less mana, until Spell B is cast, resetting the cost.
(2) As (1) except Spell Bs cost reduction stacks.

Mana Drain
Base mana modifier: -1
A spell with this modifier reduces the casters mana pool by its cost while it is active. GMs should OK this modifier beforehand, as it should only grant a mana modifier if it truly is a hindrance.

Morphing
Base mana modifier: +1
A spell with a duration longer than one round that has this modifier changes what it does after cast, rearranging it’s build sometime during the duration. What and when it changes is decided at the building of the spell.

Movable
Base mana modifier: +1, or +0
Spells that can be moved at the same speed as the caster every round as an action have a +1 modifier. Increasing by the casters speed or decreasing by half raises and lowers the modifier by 1. Spells that are set to move in a certain direction at building don’t have a modifier.

Multiple-Target
Base mana modifier: +1
This spell now targets up to three targets adjacent to each other. Increase the price by 1 to add two more targets to it. The cost may also be increased by one to add to the distance between targets.

Multiple-Use
Base mana modifier:

*No Save or Defense
Base mana modifier: +2, or +4
Damage spells always deal at least 1 damage, regardless of rolls. Alternatively, non-damage effects also can not be avoided. Increasing the minimum damage costs an extra two mana each step.

Over Time
Base mana modifier: See below
Damage spells
If the spell penetrates the targets defenses, it’s effects happen gradually. Damage spells deal 1 point a round with a -3 modifier, 2 for a -2 mod, and 3 for a -1 mod.
Other spells
Spells that do effects besides damage have their effect trigger at 1 mana a round for a -2 modifier, and 2 mana a round for -1.
Note
Subtract two from the modifier if the spell may be ended early with a successful save or easy outside effect, taking one action, or only one if the spell may be ended early with a moderate outside effect, such as jumping into a body of water or rolling on the ground.

Radiate
Base mana modifier: -1
Spells with this modifier hit the primary target fully, but hit secondary targets only partially. Everything saving against the spell that isn’t the primary target receive 1 die bonus.

Requires Absence
Base mana modifier: -1
This spell requires the absence of some outside object or force to be cast. Especially common subjects may reduce the cost more.

Requires Stat Expenditure
Base mana modifier: -2, or -3
A spell with this modifier requires the caster to take “damage” to one of his or her stats. Body and Drive damage give the spell a -3 while others give -2.

Requires Component
Base mana modifier: -2
After every casting of this spell, the caster must purchase, recharge or otherwise manipulate something to cast it again. Generally this can include things such as making a trip to the general store, or tinker with a gadget.

Requires Drive
Base mana modifier: -3
To cast this spell, the caster must also spend a drive.

Requires/Expends Tags
Base mana modifier: -2
A spell with this modifier requires the target to have at least two tags to cast, though it doesn’t use them up. Reducing or increasing the amount of tags needed increases and decreases the modifier by 1 each. If the spell removes tags in addition to requiring them, double the modifier.

Requires/Expends Tokens
Base mana modifier: -1
A spell with this modifier requires the caster to have at least three tokens to cast, though it doesn’t use them up. Reducing or increasing the amount of tokens needed increases and decreases the modifier by 1 for every two. If the spell removes tokens in addition to requiring them, double the modifier.

Requires Medium
Base mana modifier: -1
This spell requires some outside source to be cast. Especially rare mediums may reduce the cost more.

Reset
Base mana modifier: +1, +2, +3, or +4
Spell resets to it’s previous state before it was triggered. This modifier is most commonly used with Delayed to create traps. For a +1 modifier, the spell resets after a day, for +2, it resets after an hour, +3 after a minute, and +4 immediately.

Revert
Base mana modifier: -1 or +1
This spell undoes the instant effects to the target after a round. The modifier is positive if the caster chooses if and when it happens after casting.

Ritual Casted
Base mana modifier: +1, or less
Spells that can be cast with assistance are at a positive modifier. Spells that must be cast with one additional person are at a -1, two extra at -2, three to five extra at -3, and -4 for more.

Sanity Damage
Base mana modifier: +2 or +4
This spell instead does sanity damage. The modifier increases if the spell also does sanity damage.

Selective
Base mana modifier: +1
The caster of this spell may choose who the spell hits in its area of effect.

Sequence
Base mana modifier:

Share
Base mana modifier: -2
The malicious effects of the spell also affect the caster. If unclear, the malicious effects are chosen by the GM.

Silent
Base mana modifier: +1
This spell doesn’t require noise to cast. This modifier may be added when a spell is variable.

Singular Spell
Base mana modifier: -1
Target spells with a duration of minutes or longer may be limited by only being able to be active on one target at a time. Additional castings of the spell force the previous to end prematurely.

Spells per day
Base mana modifier: -1, -2, -3
Spells that can only be cast only a certain number of times per day have this modifier. For three or more times per day, it’s only -1. For two times, or once per scene, the modifier is -2. For once a day, -3.

Spell Penetration
Base mana modifier: +1 or more
Spells with this modifier bypass 2 points of magical armor per point of modifier.

Spreads
Base mana modifier: +1
The spells effects spread on the beginning of every round, unless the new target succeeds a threshold 1 save. The spreading effect of the spell fades on each affected target two rounds after they are hit. Increasing the save by 1 increases the modification by two. Adding an additional round increases the modifier by one.

Steal
Base mana modifier: +2, +3, or +4
An effect that makes the target lose or gain something is gained or lost by you, respectively, at a 2: ratio. For a 1:1 ratio, increase the cost by 1. For a 1:2 ratio, increase it again.

Stealthy
Base mana modifier: +1, +2, or +3
The target of this spell is unaware of it when cast. Spells that do not harm or hinder the target are +1, spells that do not directly damage but may hinder targets are +2, and spells that directly damage the target are +3.

Still
Base mana modifier: +1
This spell doesn’t require movement to cast. This modifier may be added when a spell is variable.

Terrain
Base mana modifier: +0
This changes a spells duration from instant to rounds and makes the target an area instead of a creature or object.

Trail
Base mana modifier: + 1
A spell with this modifier causes a terrain spell to target all squares traveled through in the round, next round the previous targets disappear and target the new squares traveled through. Increase the modifier by 1 for every extra round the spell stays active in the squares.

Tricky Spell
Base mana modifier: +1
The spell has the tricky weapon feature.

Uncommon Damage
Base mana modifier: +1, or +2
Change the damage of the spell to something uncommon, such as Arcane, Force, or Sonic. Changing the damage to something unblockable by magic increases the cost, examples may include Cosmic or Divine.

Until Save is Made / Healed / Damaged
Instant effect spell
Base mana modifier: +4, +3, +2 or +1
The harmful effects of the spell repeat until the save is made / healed / damaged, targets use their save at the time of casting. Add one to the modifier if their current save is used. The target saves every round, every minute, hour, or day at a reduced modifier. The effects of this spell do not stack with each other
Lasting spells until save is made
Base mana modifier: +2, +3, +4, +5
For spells that last until the save is made, the cost is changed dramatically. A save rolled every round starts low, then increases to every minute, hour and day after that.
Lasting spells until healed / damaged
Base mana modifier: +3
Spells lasting until healed or damaged have an unchanging modifier.
Channeled spell
Spells requiring concentration to be continuous have their modifier halved. (rounding up)

Variable
Base mana modifier: +1, or +3
Other modifications added including attack and damage may be changed every casting of the spell. Increase the modifier to +3 if changing aspects of the base spell.

Vigor Damage
Base mana modifier: -1 or +1
This spell can only deal vigor damage, or for a positive modifier, the damage may be chosen at every casting.

Wound Damage
Base mana modifier: +4
A spell with this modifier is especially deadly and targets a character’s wounds regardless of vigor.

Increasing or decreasing changes cost by 1:

Distance:
personal, touch, short, medium, long, x-long, sight, infinite

Weight:
minuscule, light, medium, heavy, x-heavy

Increasing or decreasing changes cost by 2:

Availability:
uncommon/common/very common

Duration:
round/rounds/minutes/hours/permanent*
*Permanency costs an extra 3 points instead of 2.

General:
minor/moderate/major

Size:
diminutive/tiny/small/medium/large/huge/gigantic

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Spell Modifiers

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