This Magic System is inspired by Realms of Renown and provides a completely open framework for spell-casting. It is particularly well suited for use with Ultramicrolite20.
A spellcaster does not use a spell list, but manipulates raw magic to create any required effect. Because of the flexibility of the system however, it is recommended that the player note a few pre-prepared examples in advance to keep the game moving quickly.
To cast any spell the caster rolls his Magic Attack. If this system is being used with Ultramicrolite20 then use Know+MIND bonus as Magical Attack.
The DC depends on the type of spell.
| Spell type | DC |
| Directly damaging | Target’s AC |
| Mind affecting, unwilling target | 10+opponent’s MIND bonus |
| Willing target/Self | 0 |
| Inanimate object | 10* |
*Special materials and locations may be more or less susceptible to magical manipulation.
Each spell cast (failed or otherwise) that day increases the DC by +2.
If a d20 rolls a natural twenty, add and roll again. If further natural twenties are rolled, continue adding and rolling.
For every 5 points (or part thereof) above the DC the caster may add 1 point to damage, range, area of effect or duration. If they are unstated, then the defaults are used.
| Spell Attribute | Default | Each point allocated adds.... |
| Damage | 0 | 1d6* |
| Range | Touch | 30’ |
| Area of effect | 0 | 10’ radius |
| Duration | Instant | 1 round |
*1 Hit in Ultramicrolite20
“Damage” could be positive energy to make it a healing spell instead recovering 1d6 damage per point. Transformation spells must exceed the hp of the target to be successful. Turning a 6hp commoner into a frog for a few rounds is simple; doing the same to a dragon is considerably more difficult, and will likely take several rounds and a lot of courage!
A spell lasts as long as the caster concentrates (performing no other action) or as long as it’s stated duration.
Norris the Elder is a 5th Level Mage with MIND 16. His Magical Attack is (5+3) +8. Norris has been captured by Gnolls and wishes to teach the leader a lesson. From within his wooden cage he throws a fireball into the centre of the gnoll gathering, targeting the campfire (DC10) 20’ away. He rolls 18+8 = 26. That’s 4 points to to put in to the fireball, so one goes into Range, two into damage and one into Area of Effect. All Gnolls within 10’ of the campfire take 2d6 damage and start patting out singed fur, howling in pain. Norris chuckles.
Norris is beaten badly for this stunt and is back in the cage, down to just 3hp. He casts Heal on himself (DC0, +2 as it’s his second spell that day). He rolls 10+8 = 18 which exceeds DC2 by 16 points. He allocates all four points to “damage” and heals 4d6hp. He’s back to full health.
Deciding it’s time to make a break for freedom, Norris tries to use magical force to break the back of the cage. The bars are strong wood (DC10+4 as this is his third spell today). Norris rolls a natural 20, then a 12 for a total of (20+12+8) 40. That gives him 5 points to play with. Wanting to do it slowly so as not to attract attention, he puts one point into damage (1d6), 3 into rounds and the GM ok’s 1 point being spent to keep everything silent. By the time the Gnolls notice the hole in the bars, Norris is long gone.