Skip Navigation Links
High Fantasy HERO
Content
Campaign GuidelinesExpand Campaign Guidelines
Abilities / Spells / ItemsExpand Abilities / Spells / Items
Race PackagesExpand Race Packages
Profession PackagesExpand Profession Packages
PsionicsExpand Psionics
MagicExpand Magic
Shrike High FantasyExpand Shrike High Fantasy
Conversions
Conversion Styles
D&DExpand D&D
WarhammerExpand Warhammer
World of Lone WolfExpand World of Lone Wolf
Contributions
From Shadowcat
From eepjr24
From CorvenRen
From CourtFool
Misc Fantasy Characters
Contact Webmaster
KillerShrike.com
Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Vancian (Fire & Forget)>Spontaneous Model
Spontaneous Casting (Vancian)  

Vancian

Spontaneous Casting Sorcery Variant: Elementalism Variant: Sortilege
Variant: Stregari      
GM Notes on Spontaneous Casting (Vancian)
CASTING MODEL
Practitioners of a Spontaneous Casting Magic System use a series of layered Multipowers with Charges on the Reserve of the Multipowers to accomplish an X per Day per Spell Level form of  "Spontaneous Casting".
Practitioners of a Spontaneous Casting Magic System learn to cast Magical Effects, usually called Spells, often making use of props such as incantations, gestures, material components, etc. to assist them in the use of their Magic.
Practitioners go through various levels of understanding and capability as they advance; as they gain experience their ability to manipulate the metaphysical Laws of Magic increases, as does the mental endurance required to focus their will. Essentially, as they progress their ability to cast larger and more powerful Spells increases assuming they spend Experience Points accordingly.
SPELL LEVEL TO ACTIVE POINTS
Each practitioner has a list of Known Spells which are learned via the use of topical Magic School Skills as described below.
Spells are ranked by Spell Level; some GMs may prefer to refer to this concept in variant ways, such as Spell Circles, Spell Houses, or Spell Ranks to avoid confusion stemming from the overloaded use of the word "Level", or simply to add more flavor. Each Spell Level starting at Spell Level 0 has 15 Active Points more than the Spell Level before it.
Thus a Level 0 Spell is between 1-15 AP, 1st Level Spells are between 16-30 AP, 2nd Level Spells are between 31-45 AP and so on as indicated on the adjoining table..
*Level 0 Spells are often called "cantrips".
KNOWN SPELLS LIST
Since this Magic System model is based on Multipower Pools, the slots in a character's Multipower Pools effectively serve as their "Known Spell List".
Each type of Magic System that uses the Spontaneous Casting model will define a means to learn and or create new Spells to a character's Known Spell List, and also any limits on how many or what kind of Spells are valid for practitioners of that type of Magic.
SPONTANEOUS CASTING MULTIPPOWER POOLS
In this model, the player of a practitioner of a Spontaneous Casting Magic System buys a separate Multipower Pool (MP) for each "Spell Level" and applies Charges to the Reserve equal to the number of times per Day they can cast Spells of that Spell Level.
This would of course be prohibitively expensive in terms of Character Points, but a custom Limitation is also allowed to this model to bring it's cost into line with it's functionality, helping to offset the cost of essentially overlapping Multipower Pools as described in the accompanying chart.
The MP's must be purchased in Spell Level order; they must be progressed from Level 0 to Level 1 to Level 2 and so on, a player may not just selectively buy Spell Level MPs.
EXAMPLE: Rialta Foranvor is a practitioner of a Spontaneous Casting Magic System and can cast up to 4th Level Spells, and thus has a total of five Multipower Pools like so:
Spell Level 0: MP, 15-point reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4); Real Cost: 6
Spell Level 1: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4); Real Cost: 10
Spell Level 2: MP, 45-point reserve, (45 Active Points); Spontaneous Casting Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4); Real Cost: 13
Spell Level 3: MP, 60-point reserve, (60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4); Real Cost: 15
Spell Level 4: MP, 75-point reserve, (75 Active Points); Spontaneous Casting Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4); Real Cost: 17
MULTIPOWER SPELL SLOTS
Each type of Magic System that uses the Spontaneous Costing model will define their own guidelines about what is allowed in that system, but the following guidelines are mandatory.
 
  • All Spells Must Be on Charges
    • Continuous Spells must terminate via Anti-Magic
  • All Spell Slots must be Ultra Slots
  • No Spell may have an Endurance Cost
  • No Spell may have an Activation
  • No Spell can Require a Skill Roll to be cast
    • A Spell may Require a Skill Roll to take effect
      • such as a Charm Spell requiring a Persuasion skill roll to affect specific individuals
      • such as Spell Resistance