Crown and Skull Magic Cheatsheet

Critical Concepts for All Spells

  • Casts and Expend: Spells include 1 cast by default. Once expended, must be studied again in rest and safety to cast again. Add casts with customization (3 pts each)
  • Magic Skill: Roll Magic skill to contain Infernal/Unstable spells, or as defense against enemy magic
  • Somatics: By default, all spells require audible words and gestures with both hands
  • Duration: Default is 1D6 phases. Effect ends at the end of the caster's phase
  • Effect: Default output is 1D6 (damage, healing, etc.). Upgrade with customization
  • Range: Default requires touch. Upgrade to 'ranged' (visible targets in scene) or 'area' with customization
  • Targets: Default affects single target. Upgrade to multiple targets/areas with customization

Basic Spell Costs

  • Basic spells cost 3 hero points
  • Examples: Armor (+3 Defense), Fireblast, Healing Light (heal 1 skill attrition), Purify, Sprint (double move speed)
  • All use default values unless upgraded
  • Must be in safe place to acquire/upgrade spells
  • Requires appropriate facilities or mentors

Spell Upgrades (3 pts each)

  • Additional Cast: Add 1 cast to spell
  • Ranged: Cast at long range to visible targets (most of scene)
  • Area: Affect arm's-width radius instead of single target
  • Dice Upgrade: Increase dice by one grade (D6→D8→D10→D12)
  • Powerful: Add additional die or upgrade
  • Duration: Upgrade from 1D6 phases to 1 full round
  • Lasting: Make effect permanent (15 pts, requires GM approval)
  • Silent Spell: Cast with no spoken words
  • Still: Cast with no gestures
  • No single effect can stack more than 3 times total

Common Spell Effects (3 pts each)

  • Blast: Inflict magic damage of specified element/theme
  • Restore: Heal 1 skill attrition
  • Arcane Armor: Roll output effect and add to Defense
  • Dominate: Target rolls D20, surpass with effect to dominate
  • Cloak: Reduce chance of being spotted
  • Summon: Conjure 1D6 1-attrition minions/constructs
  • Dispel: Roll output to surpass spell's point cost to cancel
  • Enchant: Imbue weapon/object with gear effect
  • Mend: Repair 1 weapon, item, or armor
  • Transport: Teleport person (effect × 10 feet)

Spell Limitations (gain 3 pts each)

  • Exhausting: Use entire phase to cast, no other actions
  • Infernal: Demons/devils aware when cast, may investigate
  • Unstable: Roll Magic on crit fail or suffer backlash
  • Blood Cost: Casting inflicts 1 attrition on caster
  • Environmental: Only works in specific environment
  • Limited Use: Only works on specific target type
  • Limitations reduce spell cost by 3 pts each
  • Minimum spell cost is always 1 pt

Custom Spell Creation

  • Start with a Basic Spell or create from scratch
  • Each effect added costs 3 pts
  • Each limitation reduces cost by 3 pts
  • No single effect can stack more than 3 times
  • Must be in safe place for 1+ days to create new spells
  • Requires GM approval
  • Example: Ranged Fireblast = 3 (base) + 3 (ranged) + 3 (dice upgrade) = 9 pts

Divine Magic & Other Types

  • Faith Skill: Roll Faith skill to cast divine spells/miracles
  • Paragon of Faith: Faith skill grows by 2 on successful cast (max 16)
  • Wild Magic: Uses Magic skill, unpredictable effects
  • Antimagic: Roll Magic skill to suppress or negate magic effects
  • See Path of Magic section for specialized magic systems