Player Capabilities: Spells

  1. Skills
  2. Player Capabilities

When you create spells, measure them against other spells to determine the appropriate level. Spell level is tied more to the spell’s complexity than to the apparent power. A spell that causes a small wind by telekinetically moving air will be very low level. A spell that causes a small wind by opening numerous tiny holes to another dimension will be very high level (and will probably cause problems with the Space/Time Continuum).

Spells that transfer mass or energy between times, time-lines, or universes are likely to create vortices or warps in the Space/Time Continuum. Spells that transfer mass, energy, or spirits between the astral planes are likely to do the same to the Astral Continuum.

  1. Skills
  2. Player Capabilities