Precalculated Spells in OpenD6 Fantasy

This section offers a sampling of spells created with the spell design system in the "Magic" section. Use them as is, or be inspired by them in making new spells. See "Characteristics of a Spell" on section for details on how to read the spell listings.

All spells were designed with a starting Spell Total of zero, so basic and additional aspects were added to the effect's value.

OpenD6 Fantasy Spells

Magic spells of one sort of another are the norm for fantasy roleplaying settings. Not only do the OpenD6 Fantasy rules contain these, you can find additional spells for D6 Fantasy, OpenD6 Fantasy, D6 Adventure, or OpenD6 Adventure in OpenD6 Magic.

Cantrips

Charm

Skill Used: Alteration
Difficulty: 5
Effect: 18 (charm skill bonus of +4D)
Range: Self (0)
Speed: 0
Duration: 1 minute (+9)
Casting Time: 1 round (-4)
Other Aspects:
Gesture (-2): Smile and make a gesture of welcome or admiration
Unreal Effect (-9): Difficulty to disbelieve is 13 Other Conditions (-2): May only be used on humanoids who understand the caster's language and can hear the caster

With a smile and a friendly gesture, the caster improves his charm skill by for one minute. (If he no charm skill, add the bonus to the character's Charisma attribute.) As this is an illusory spell, if the intended target of the charm disbelieves it, any effect the charm attempt had wears off immediately.

Heighten Attribute

Skill Used: Alteration
Difficulty: 3
Effect: 6 (+1D bonus to one non-Extranormal attribute)
Range: 1 meter (0)
Speed: 0
Duration: 5 rounds (+7)
Casting Time: 1 round (-4)
Other Aspects:
Gesture (-3): Mime an activity using a skill that falls under the attribute to be heightened (complex, action difficulty of 11; examples: sleight of hand for Coordination, lifting for Physique)

This cantrip gives the target a bonus of +1D to one of his attributes for 25 seconds, or five rounds — as long as he doesn't move more than a meter from the spot on which he received the bonus.

Note that this is only a template for a spell and not an actual spell, because it does not indicate in the description which attribute is affected. The caster must specify which attribute and skill to mime before learning the spell (which takes one round).

Open Lock

Skill Used: Apportation
Difficulty: 5
Effect: 18 (compare to difficulty to open lock)
Range: 1 meter (0)
Speed: 0
Duration: 1 round (+4)
Casting Time: 1 round (-4)
Other Aspects:
Components (-3): Large metal key (common
) Gesture (-2): Mime opening the lock with the key (fairly simple)
Incantation (-2): "Open, Lock, and reveal your secrets." (sentence)
Other Conditions (-1): Physical contact with lock


To cast this cantrip, the mage touches the lock with one hand while, with the key held in it, miming opening the lock with the other hand. After reciting the incantation, he touches the lock with the key and turns the key. If the spell effect's value is equal to or greater than the difficulty of the lock, it opens. If there are any traps or wards on the lock, they are not circumvented by this spell! Note that this spell works on any kind of mechanical lock.

Alteration Spells

Countermagic

Skill Used: Alteration
Difficulty: 19
Effect: 29 (compare to skill total of spell countering)
Range: 60 meters (+9)
Speed: +9
Duration: 1 round (+4)
Casting Time: 1 round (-4)
Other Aspects:
Concentration (-1): 3 seconds with mettle difficulty of 7
Gesture (-1): Wave hand through air as if wiping away something (simple)
Incantation (-3): "Your hold is broken!" (sentence, said loudly)
Other Conditions (-4): One spell, which the caster must specify when casting this spell

The caster concentrates on the spell he wishes to counter, waving his hand and shouting the required incantation. The effect's value plus the result points bonus are compared to the skill total used to create the targeted spell. If the countermagic number is equal to or higher than the target spell's skill total, the spell is broken.

Countermagic Ward

Countermagic Ward

Skill Used: Alteration
Difficulty: 11
Effect: 29 (compare to skill total of spell countering)
Range: Self or a target within 1 meter (0)
Speed: 0
Duration: 1 round (+4)
Casting Time: 25 minutes (-16)
Other Aspects:
Charges (+6): 6 charges, with a ward to go off when a spell "hits" the target
Concentration (-4): 10 minutes with mettle difficulty of 10
Focused (+6): On target
Gesture (-1): Wave hand through air as if wiping away something (simple)
Incantation (-3): "Let no spell touch me!" (sentence, said loudly)

Similar to the countermagic spell, this spell gives the target a general protection against spells. It is triggered by a spell "hitting" the target. Up to six spells can be countered in this fashion. The effect's value plus result points bonus are compared to the skill total used to create the targeted spell. If the countermagic ward number is equal to or higher than the target spell's skill total, the spell is broken. Regardless of the success of the ward, one charge is lost.

Deadly Dart

Skill Used: Alteration
Difficulty: 11
Effect: 18 (+4D in damage)
Range: 100 meters (+10)
Speed: +10
Duration: 5 rounds (+7)
Casting Time: 40 minutes (-17)
Other Aspects:
Components (-11): Black obsidian (uncommon, destroyed), dart (common)
Feedback (-3): -3 to damage resistance total
Focused (+5)
Gesture (-1): Rub the tip of the bullet on the stone (simple)
Incantation (-1): "Darkness of death." (a few words)
Variable Movement (+4): +2 accuracy bonus

This spell uses a piece of black obsidian to increase the deadliness of a dart. The mage utters a short, dark phrase while gently stroking the tip of the dart across the stone. The darkness travels into the dart, draining the stone of its pigment.

To release the spell, the caster throws the dart within five rounds of casting the spell. He generate an marksmanship total, adding a +2 bonus for the increased accuracy of the spell, against the combat difficulty for the target. The target must be within range of the spell, or the dart merely does its normal effect. The target takes an additional 4D in damage in the round the dart hits and for the next four rounds. The spell ends if the target moves beyond the spell's range.

Fear

Skill Used: Alteration
Difficulty: 19
Effect: 30 (intimidation skill bonus at +6D+2)
Range: 100 meters (+10)
Speed: +10
Duration: 2.5 minute (+11)
Casting Time: 1 minute (-9)
Other Aspects:
Components (-5): An item owned for at least a month by the target (very rare)
Gesture (-1): Point item at target (simple)
Incantation (-1): Frightening words (a few words)
Unreal Effect (-8): Difficulty to disbelieve is 13

To cast the spell, the mage first needs something belonging to her target — his comb, his watch, a lock of his hair. Mutter a few words of power, point the item at the target, and watch the fun. This spell gives the caster an intimidation skill bonus of +6D+2, but only towards that target. The target may disbelieve it with a Charisma or mettle roll of 13.

Water Spray

Skill Used: Alteration
Difficulty: 10
Effect: 12 (4D damage)
Range: 15 meters (+6)
Speed: +6
Duration: 3 rounds (+6)
Cast Time: 5 seconds (-4)
Other Aspects:
Components (-6): Liter of water (ordinary, destroyed), squeezable container (uncommon)

The mage needs a liter of water in a container that she can squeeze to produce a spray. As she casts the spell, the mage squirts the water onto her hand, letting it run off in the direction of her target. The volume and force behind the water spray increases dramatically. The spray lasts for three rounds of combat. The spell does 4D in damage per round and requires a marksmanship roll each round to hit the target. The caster may only select one target per spell duration.

Apportation Spells

Alter Movement

Skill Used: Apportation
Difficulty: 15
Effect: 4 (1 meter per round)
Range: 25 meters (+7)
Speed: +7
Duration: 4 minutes/50 rounds (+12)
Casting Time: 1 round (-4)
Other Aspects:
Focused (+2): On target
Gesture (-2): Point at target, then make running motion with
fingers (fairly simple)
Incantation (-2): First say, "I command your speed," followed by whether the target should slow or quicken (sentence)
Variable Effect (+5): Caster may increase effect's value by up to 5 points on the "Spell Measures" chart
Other Alterant (+1): At time of casting, mage may choose to speed up or slow down target (small)


The caster makes her target either hurry up or slow down, depending on how she words her command. The target's movement is altered by the measure of the spell effect's value plus any result points bonus (as read on the "Spell Measures" chart).

Example: A magic user casts the alter movement spell to slow down a charging bull. At casting time, he decided to use the spell effect's value plus the full variable amount, for a minimum change value of 9, or 60 meters per second (12 meters per round). If his skill total was one point over the difficulty, the new change value would be 10, or 100 meters per second (10 meters per round). This rate would then be subtracted from the bull's current movement rate, causing the raging animal to come to a complete and shockingly sudden stop.

Carrying Wind

Skill Used: Apportation
Difficulty: 13
Effect: 15 (wind with a lifting of 5D)
Range: Self (0)
Speed: 0
Duration: 1 hour (+18)
Cast Time: 1 hour (-18)
Other Aspects:
Area Effect (+15): 3-meter sphere
Charges (+4): 6 charges
Component (-4): May only be cast outdoors, in a clear area (ordinary), mage wears loose clothes (common)
Feedback (-8): points of damage
Gesture (-2): Mimic a fight (fairly simple)
Incantation (-2): "I subdue you and I command you, O wind!" (sentence)
Variable Movement (+7): 25 meters per second

This is a charged spell. To cast it, the mage goes outside and starts running, jumping, and mimicking flight. The mage should be wearing something loose that can catch the wind. One cast garners the mage six charges of the spell.

When released, the spell causes a wind to rise and lifts the mage into the air. The mage can control the direction of the wind and its speed (up to 25 meters a round). The spell can carry as if it had a lifting of 5D.

The wind forms a three-meter sphere around the mage's body, and nothing can be carried that won't fit in that sphere.

Relocate Person

Skill Used: Apportation
Difficulty: 14
Effect: 11 (teleport up to 150 kilograms)
Range: 100 meters (+10)
Speed: +10
Duration: 1.5 rounds (+1)
Casting Time: 1 round (-4)
Other Aspects:
Charge (+2): 3 charges
Gesture (-2): Point to target then point in direction of new location (fairly simple)
Incantation (-1): "Go there." (one or two words)

After the mage casts the spell, she has firmly fixed in her mind three uses of it. When she releases the spell, she points at her intended target, which will be instantly teleported to the range of the spell. The result points bonus may be added either to the value of the weight transported or the distance traveled; read the new value on the "Spell Measures" chart. The spell will not allow anything to appear inside a solid object. Remember that a target who is aware of the potential relocation may roll her Physique or lifting and add it to her weight. The caster's spell roll must then beat that difficulty as well as the spell's difficulty.

Note: A similar spell, relocate item, is identical in every way except that the effect is to carry an item weighing no more than 10 kilograms, with a value of 5, and thus the difficulty is 11.

Conjuration Spells

Cage

Skill Used: Conjuration
Difficulty: 27
Effect: 25 (resistance total of bars)
Range: 25 meters (+7)
Speed: +7
Duration: 1 hour (+18)
Casting Time: 1 minute (-9)
Other Aspects:
Area Effect (+15): Sphere with a radius of 3 meters
Gesture (-3): Mime escaping from a cell, then point to target (complex; acrobatics roll with difficulty of 11)
Unreal Effect (-7): Disbelief difficulty of 13

Cage traps a target in a prison of magical energy. To cast it, the wizard mimics trying to escape from a cell, then points at her target. If a marksmanship total beats the combat difficulty for the target, the quarry is trapped. The cage is a sphere with a radius of three meters. Creatures larger than that can't be confined by this spell.

The effect's value plus the result points bonus serves as the damage resistance total of the bars. The target can disbelieve and thus free himself by generating a Acumen or investigation total of 13.

Communicate with Animals

Skill Used: Conjuration
Difficulty: 10
Effect: 15 (speaking skill with specialization in the animal's "language" at 5D)
Range: 1 meter (0)
Speed: 0
Duration: 6 minutes (+13)
Casting Time: 1 round (-4)
Other Aspects:
Components (-2): Something from the type of animal with which she wants to communicate (very common)
Gesture (-2): Draw a line on the ground (fairly simple)

To communicate with an animal, the caster places on the ground the bit of something from that type of animal (lock of horse's hair, bird's feather, several strands of dog's hair). Then she draws a line from it to her and from it in the direction of the animal or animals she wishes to speak to. For about six minutes, she receives the ability to communicate with any of that kind of animal as if she had a specialization in its language at 5D. She may add the result points bonus to her speaking roll total. The caster may not move more than one meter from the casting location.

Evil Eye

Skill Used: Conjuration
Difficulty: 11
Effect: 6 (Bad Luck (R2) Disadvantage)
Range: 10 meters (+5)
Speed: +5
Duration: 10 minutes (+14)
Casting Time: 2 rounds (-5)
Other Aspects:
Focused (+4): On target
Feedback (-3): -3 to damage resistance total
Concentration (-2): 1 round with mettle difficulty of 8
Other Condition (-3): Limited to Humans

With a minimal amount of pain to himself, the caster curses a Human target that she can see with 10 minutes of Bad Luck (R2).

See the description of this Disadvantage in the "Character Options" section for details.

Feast

Skill Used: Conjuration
Difficulty: 10
Effect: 4 (5 kilograms of food and water)
Range: 1 meter (0)
Speed: 0
Duration: 4 hours (+21)
Casting Time: 1 round (-4)
Other Aspects:
Components (-6): A plain, cloth napkin (common), a small metal cup (common)
Focused (+4), on people who eat food
Gesture (-2): Wave hand several times over napkin and cup (fairly simple)
Other Alterants (+3), clean water and hearty food

With this cantrip, the mage creates a meal for two of pure, clean water; flavorful, hearty bread; fresh vegetables and fruits; and, if desired, cheese wedges and smoked meat slices. The food must be consumed within 10 minutes of its appearance, so that it has a chance to stay in the body long enough to be digested and actually provide nourishment. The result points bonus increases the amount of food appearing or (at the gamemaster's discretion) the quality of food.

Glow Stone

Skill Used: Conjuration
Difficulty: 12
Effect: 12 (negates up to -4D of darkness modifier)
Range: Touch (0)
Speed: 0
Duration: 10 minutes (+14)
Casting Time: 2 rounds (-5)
Other Aspects:
Area Effect (+5): Sphere with radius of one meter
Components (-4): white pebble (common, destroyed)
Focused (+5): On pebble
Gesture (-1): Hold pebble between thumb and forefinger (simple)
Incantation (-2): "Stone of white, give us light." (sentence)

The magic user casts this spell on a small, white stone, making it glow with a fierce radiance that extends for one meter in all directions around the pebble. The effect lasts for 10 minutes. Once the duration wears off, the pebble turns to dust.

Mystic Bolt

Skill Used: Conjuration
Difficulty: 10
Effect: 12 (4D in damage)
Range: 10 meters (+5)
Speed: +5
Duration: 3.5 seconds (+3)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Gesture (-2): Swirl hand in air as if gathering energy, then throw it at target (fairly simple)
Incantation (-2): "Ah!" (word, said loudly)

The mage gathers energy from his surroundings and throws the ball at a target. It does 4D in damage at a range of up to 10 meters. He must make a marksmanship roll to hit the target. The bolt must be fired in the same round that the mage casts the spell.

Mysical Shield

Skill Used: Conjuration
Difficulty: 10
Effect: 18 (Armor Value of 6D)
Range: 1.5 meters (+1)
Speed: +1
Duration: 5 rounds (+7)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Area effect (+2): One-meter radius
Components (-10): A simple ring (uncommon), handful of colored sand (common, destroyed)
Focused (+5): On ring
Gesture (-2): Using colored sand, scribe an oval shape in the air (fairly simple)
Incantation (-1): "Protection!" (word)

By tossing some sand in a circle in front of her, the caster creates a semi-transparent oval shield of the same color as the sand. The shield, about two meters in diameter, appears up to 1.5 meters away. It is focused on the ring, which the mage must wear. It offers an Armor Value of 6D against all types of physical (not mental) attacks.

Stunned Senseless

Skill Used: Conjuration
Difficulty: 12
Effect: 15 (6D+2 stun damage)
Range: 10 meters (+5)
Speed: +5
Duration: 3.5 seconds (+3)
Casting Time: 1.5 seconds (-1)
Other Aspects:
Gesture (-2): Point finger and then palm at intended target (fairly simple)
Incantation (-1): "Stop!" (word)

With a gesture and a word, the magic user sends a bolt of mystical energy toward his intended target. However, the bolt isn't intended to harm the target, instead only doing stun damage.

Divination Spells

Detect the Living

Skill Used: Divination
Difficulty: 14
Effect: 24 (search of 8D to locate a single type of creature)
Range: Self
Speed: 0
Duration: 10 seconds (+5)
Casting Time: 1 minute (-9)
Other Aspects:
Area effect (+20): 10-meter radius circle
Component (-12): Something from the type of creature being detected (uncommon, destroyed); fire, such as a match or lit coal (very common, destroyed)
Concentration (-3): 25 seconds with a mettle difficulty of 9
Gesture (-1): Inhale smoke (simple)
Variable Movement (+4): Bending (can't see target)

Before throwing the spell, the caster should decide what sort of being she's looking for, because she'll need a piece of it for the spell to work (a lock of hair from a Human, fur or fangs from an animal, etc.). The caster sets the object on fire and inhales the smoke while concentrating.

Once the casting is done, the mage can detect the presence of any such being within a 10-meter radius for two rounds. The higher the search skill total is above the difficulty, the more information the caster knows about the beings she seeks (such as location, number, gender, etc.). The difficulty starts at 10 for a Human-sized creature, and goes down for larger creatures, up for smaller ones, and up for the number of other types of creatures in the area.

Scrying

Skill Used: Divination
Difficulty: 11
Effect: 34 (2.5 months)
Range: Scrying object (0)
Speed: 0
Duration: 1 minute (+9)
Casting Time: 2 rounds (-5)
Other Aspects:
Components (-9): Scrying tool with images or symbols (tarot cards, playing cards, runes, etc. ) (uncommon); item the person owned for at least a month or the person herself (very rare)
Gesture (-6): Randomize the tool and place parts of the tool in a set pattern (fairly simple); interpret the symbols (very complex, scholar difficulty of 15)
Other Conditions (-1): Physical contact with tool

By interpreting cards or runes, the diviner gains a sense of what the future holds for the person who the reading is about. The mage may choose to look for a condition that could occur up to two and a half months into the future. She can see one minute's worth of the future. Use the result points of the divination roll to determine how much information she receives: Zero points reveals confusing images. One to four points allows one useful fact to be gleaned from the reading. Five to eight points tells the mage a few useful facts, including the time of the occurrence. Nine to 12 points allows the mage to note more details, including time and location. Thirteen or more points lets the mage see the scene as if she were present, though in shades of gray.

Sense the Past

Skill Used: Divination
Difficulty: 25
Effect:38 (66 weeks in past)
Range: Touch (0)
Speed: 0
Duration: 66 minutes (+18)
Casting Time: 25 minutes (-16)
Other Aspects:
Area effect (+25): Sphere with radius of 5 meters Concentration (-5): 10 minutes with a mettle difficulty of 11
Components (-9): Magnifying glass (uncommon), expensive pocket watch (very rare)
Countenance (-1): Skin turns sickly gray color for duration of spell
Other Conditions (-1): Physical contact with object

The mage can learn about the past of a single object he touches. He'll see visions of events that occurred in a five-meter radius around the object in the past. The mage can view events that took place in a past period of time whose value (as read on the "Spell Measures" table) is less than or equal to the effect's value plus the result points bonus. The mage can scan back to that period at a rate of one week's worth of images per minute of the spell.

Scrivened Spells

Scrivened spells are spells triggered by reading them. Most commonly written on a single sheet of paper or parchment, any surface will do.

Almost any spell that doesn't involve charges, a ward, or a component that's enhanced because of the spell (such as deadly dart or mystical shield) may be set down as a scrivened spell. They are usable once by anyone who reads the spell, even those with no magical ability. The scrivened spell scribe performs all of the requisite aspects; the spell releaser is bound by the skill required to use the spell (such as a targeting skill) and most of its aspects, except casting time, community, concentration, components, feedback, gestures, incantations, and other conditions requiring the releaser to do something. (The wizard has already performed these requirements.)

The scribe of the spell may not use a scrivened spell that he created.

The following aspects for a scroll spell are added to any required by the spell:

  • Charge (+2): 1 charge with ward, spell released when the description is read
  • Components (-6): sheet of paper (common); ink (common)
  • Concentration (-3): 4 minutes with mettle difficulty of 9
  • Gestures (-2): Write a brief description of the spell on the paper

Scroll spell modifier (total value of above new aspects): -9

The casting time might also need adjusting.

Current Casting Time Value New Casting Time & Value
0–5 4 minutes 10 seconds (-12)
6–13 10 minutes (-14)
14 16 minutes (-15)
15 25 minutes (-16)
16 42 minutes (-17)
17 or more No change (0)

Using the chart, determine the new time. Subtract the old time's value from the new time's value. Add this number to the scroll spell modifier of -9. Divide the new total by 2. Reduce the spell difficulty by this number to get the new spell difficulty. The minimum difficulty for a scrivened spell is 5 (which is lower than the normal minimum difficulty).

Example: Evil eye curse has a casting time of two rounds, which has a value of 5, and a difficulty of 11. Using the chart to determine the new casting time, the player notes that it's now four minutes 10 seconds with a value of 12. Subtracting 5 from 12 gets 7. Adding this to the scrivened spell modifier gets 16. Dividing by 2 gives a modifier of 8. The difficulty for a evil eye curse scrivened spell is 5 (11 - 8 = 3, with a minimum of difficulty of 5).

Players may use these guidelines to create scrivened spells from scratch, with a minimal spell difficulty of 5.