Magic

(You can jump to the Grimoire Page with this link.)

Magic works somewhat like Ars Magica, as each spell has a skill (technique) and an arcane knowledge (form) which must be possessed in order to cast it.  There are four magical skills and a ton of arcane knowledges:

The Four Magic Skills:

Magical skills cannot be used unskilled.  The first add you buy in your first magical skill gives you 12 points of Arcane Knowledges and/or learnt spells.  [This does not apply to the free magical skill all Aylish people get.  They must buy a second add in that skill or else one add in another skill to get the 12 points of Arcane Knowledges.]

Some cosms do not have all four skills (Core Earth lacks Conjuration, the Living Land has NO MAGIC AT ALL, etc.).

The Arcane Knowledges:
 


For example, a spell to make a person stronger would be Alteration/Folk.  A spell to find a person would be Divination/Folk.  A spell which created a person would be Conjuration/Folk.  And a spell which made people fly would be Apportation/Folk.

Many knowledges overlap; spells using the broader categories tend to be harder, while spells with the more restricted categories are usually easier.  One could create a spell to make anything stronger with Alteration/Living Forces, but it would be harder than the A/F spell.  A spell to find anything might be Divination/True Knowledge, a spell to move anything would be Apportation/Inanimate Forces, and a spell to create almost anything might be Conjuration/True Knowledge.

Some examples of the use of each arcane knowledge:
 

Examples of Uses of the Arcane Knowledges:
 


 

Spell Format:

Increase Charisma Rite
Axiom: 9
Skill:  Alteration/Folk 14
Backlash: 19
Difficulty:  14
Effect Value: 18
Bonus Number to:  Effect
Range: Self
Duration: 22 (four hours)
Casting Time: 18 (one hour)
Manipulation:  control


Spells can either be learned permanently or you can try to cast them from scratch when you need them.  The former is more reliable in results, the latter is more flexible.  When creating a magician, you can burn some of your initial arcane knowledge points on learnt spells.  Later, you can learn spells from a grimoire by either spending a week of study or burning one possibility point.

Casting Learned Spells:

Casting spells is simple.  Make a check against the appropriate magical skill.  (So if a spell was Alteration/Fire, you would roll against your Alteration skill).  If you equal or beat the difficulty of the spell, it goes off.  If your FST is higher than the backlash, you take no backlash, otherwise, you take the result points of the difference in mental damage.

It takes the casting time of the spell to cast it; you make the check at the end of the casting time.

Casting Not-Yet-Learned Spells from Grimoires

You can cast a spell by reading it out of the Grimoire as you go along, even if you haven't learned it yet.  As per learned spells, but raise the backlash and difficulty by 4 if you try to cast the spell from a grimoire.

Creating Spells from Scratch:

It takes one hour to create a spell from scratch without taking penalties for rushing the process.  (This is discussed below).  You can create spells from scratch in, say, combat, but you should expect to mangle yourself a lot.

To create a spell, first, you must have the appropriate Arcane Knowledge to cast that kind of spell. So, to create a Fireball spell, you would need Conjuration/Fire if you are going to create the fire from nothing.

Secondly, you need at least one add in all four of the magical skills, or a skill you can substitute for them.  (For example, Core Earth has no conjuration skill at all, but voodouins learn to substitute Faith (Voodoo) for it).  Without that, you simply lack sufficient knowledge to create spells from scratch, and can only cast spells from grimoires or from memory.

Spells are designed by modifying the standard spell (given below).
 

Standard Spell
Axiom: As appropriate
Skill:  Skill/Arcane Knowledge 10
Backlash:  1
Difficulty:  0
Effect Value: 1
Bonus Number to:  Effect
Range: 5 (10 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The standard spell lasts one round, takes one round to cast, has a range of 10 meters, and has some extremely feeble effect.

Obviously, you are normally going to want something with a lot more oomph than this.  Especially if you spend an hour creating it.  By raising the amount of skill necessary to cast the spell, by raising the backlash and difficulty, and by raising the casting time, you can gain Spell Design Points, which can then be spent to improve the duration, range, or effect value of the spell.  (And other things, but these are the basics).
 
 
Thing Modified Change Made Spell Design Points Gained or Spent
Level of Skill Needed Add a Point
Lower a Point
Gain a Spell Design Point
Spend a Spell Design Point
Skill Used Divination
Apportation
Alteration
Conjuration
Costs nothing; default
Costs 4 Spell Design Points
Costs 8 Spell Design Points
Costs 12 Spell Design Points
Arcane Knowledge Used Kindred or Element
Mixed Forces
Principles
Essences
Default, costs nothing
Spend 5 Spell Design Points
Spend 10 Spell Design Points
Spend 15 Spell Design Points
Backlash Add a Point
Lower a Point
Gain a Spell Design Point
Spend a Spell Design Point
Difficulty Add a Point
Lower a Point
Gain a Spell Design Point
Spend a Spell Design Point
Effect Value Add a Point
Lower a Point
Spend a Spell Design Point
Gain a Spell Design Point 
Range Add a Point
Lower a Point
Spend a Spell Design Point
Gain a Spell Design Point
Duration Add a Point
Lower a Point
Spend a Spell Design Point
Gain a Spell Design Point
Casting Time Add a Point
Lower a Point
Gain a Spell Design Point
Spend a Spell Design Point

Let's say you wanted to turn the standard spell into a Conjured Fireball.


Conjured Fireball
Axiom: 13
Skill:  Conjuration/Fire 14
Backlash:  15
Difficulty:  10
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

There you go, a nice little spell to conjure a fireball which you can shoot at one person and burn them.  However...

The default spell has to push its results through the Power Push table to get its results.  This means this fireball pushes its result points through the power push table to determine damage.  (For example, you fry a Toughness 9 Shocktrooper with it.  14-9 =5.  Power push of 5 is 2, so you only do 2 result points of damage.)  You probably want something which will add more oomph to your spell.  This requires improving the Mechanism of the spell.

Also, all Conjurations are illusions, unless you improve the Mechanism of the spell to make them real.  (Although 'illusions' in TORG terms are spells which can be disbelieved, but which are effectively real unless you disbelieve them.)

Mechanisms:

Arcane Knowledge of the spell          Mechanism Type                  Conjuration of this Type is...
Kindred,                                               Uses Power Push Table  (20)          Is Illusory (14) with a disbelief difficulty of 8
Element,                                                Uses Power Push Table  (10)          Is Illusory (14) with a disbelief difficulty of 8
Inanimate Forces                                  Uses Power Push Table (6)            Is Illusory (12) with a disbelief difficulty of 12
Living Forces                                        Uses Power Push Table (16)           Is Illusory  (12) with a disbelief difficulty of 12
Darkness, Light                                     Uses Power Push Table  (10)          Is Illusory (11) with a disbelief difficulty of 15
Magic                                                   Uses Full Result Points                   Is Illusory (11) with a disbelief difficulty of 15
Essences                                               Uses Full Result Points                   Is Real

The cost to improve the mechanism to the higher type for each step is listed with it.

Thus, it would cost 10 SDP to make our Conjuration/Fire spell real, or 10 SDP to make it do damage directly instead of through a Power Push. Or 20 SDP to do both.  Since our example spell is currently balanced, we would have to increase its casting time, difficulty, or backlash to get more SDP.  Or, if we had a LOT of time to work with, we could apply what are called Theorems.  This requires weeks of time, and will be discussed later.  For now, we'll assume that is not an option.

After some thought, we decide to make the spell still an illusion, but to make the mechanism superior so it does full damage.  This costs 10 SDP.  We decide to increase the Difficulty and Backlash by 5 each.
 

Conjured Illusory Fireball
Axiom: 13
Skill:  Conjuration/Fire 14
Backlash:  20
Difficulty:  15
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

Ugh.  We're likely going to need those theorems, it seems like.  However, there are a few other tricks we might try...

Impressing Spells:

Spells can be designed to be Impressed--pre-cast for later release.  This is a good way to let you build spells with big cast times, and thus more SDP to spend on other things.  However, it costs 3 SDP to make a spell Impressable into the caster, and 8 SDP to make it impressable into other living beings.  Impressed spells go up in magic Axiom to 17.  You can stuff a number of spells into your head equal to the sum of your adds in Conjuration and your adds in the State Process Theorem.

Let's say we take our Illusory Fireball and make it Impressable.  This means we need 3 more SDP from somewhere.  If we raise the casting time by 13, we can pay for making it impressed, AND reduce the difficulty and backlash by 5 each.
 

Conjured Illusory Impressed Fireball
Axiom: 13 (17)
Skill:  Conjuration/Fire 14
Backlash:  15
Difficulty:  10
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 18 (one hour)
Manipulation:  None
Difficulty to Disbelieve:  8

Much better.  However, our spell is fairly easy to disbelieve (Mind vs. difficulty 8).  So it would be nice if we could make it harder for someone to disbelieve it.
 

Hardening Disbelief:

Adding points to the Mind total needed to disbelieve an illusion costs 1 SDP per point added.

After some thought, we decide to raise the difficulty by 4 to 12.  This requires raising difficulty, cast time, skill needed or backlash.  We decide to add it to backlash.
 

Conjured Illusory Impressed Fireball
Axiom: 13 (17)
Skill:  Conjuration/Fire 14
Backlash:  19
Difficulty:  10
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 18 (one hour)
Manipulation:  None
Difficulty to Disbelieve: 12

This is a pretty decent spell.  However, what if we want to make our spell affect multiple targets?

Area of Effect:

To affect a flat circular area of radius X, you add X (in Torg Value) to the SDP cost of the spell.  Add X again to add a third dimension to the spell.

So if we wanted our example spell to have a ten meter radius sphere (TORG value 5), we would have to spend 5 +5 = 10  SDP.  Since our example spell is currently balanced at 0 SDP, we're going to have to increase something to pay for this.  We decide that the area effect version will add 5 to difficulty and 5 to backlash.
 

Conjured Illusory Impressed Fireball
Axiom: 13 (17)
Skill:  Conjuration/Fire 14
Backlash:  24
Difficulty:  15
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 18 (one hour)
Manipulation:  None
Difficulty to Disbelieve: 12

This spell creates a ten meter radius fireball which explodes for damage 14 against everything in its radius.  It can, however, be disbelieved with a Difficulty 12 Mind check.  It is an impressed spell, designed to be cast in advance and released later.

Okay, our spell is now usable, after an hour's observation of its pattern.  It would be nice to push that UGLY backlash down and the difficulty too.  That's what Theorems are good for...

Theorems

Theorems can only be applied to a spell if you have weeks of time to sit around and fiddle with the spell to improve it.  When casting on the fly, you have to make do without them.

There are two kinds of Theorems.  Pattern Theorems build various limitations and requirements into the spell and can be freely used by any mage.  Process Theorems are a group of Arcane Knowledges which can be used to reduce the difficulty of a spell at the cost of making it harder for people to manipulate it later.

An applied theorem gives the Torg value of the number of weeks spent applying that theorem in SDP.  Applying the Exclusion Theorem for 10 weeks (Torg Value 5 in Weeks) would give you 5 SDP to spend on the spell.  Process Theorems add your rating in the AK to that total.  So if you had Cast Time + 4, and spent 10 weeks applying it, you would gain 9 SDP.

Standard Grimoire spells are normally built with ten weeks worth of Theorems applied.

The Pattern Theorems:


The Process Theorems:
If a Process Theorem is applied to a spell, no one can manipulate the spell later unless they have the same Process Theorems with as many adds as you applied to it.

Let's see what we can do to help our Conjured Fireball.  Let's assume we know no Process Theorems.  Instead, we decide the spell requires the caster to have a source of flame (Contagion).  He then mimics shaping the fire into a ball and throwing it (Gesture and Similarity) while chanting mystic phrases (Voice).  2.5 weeks has a Torg Value of 2, so applying four theorems, each with a value of 2, gives us 8 SDP, which we spend to lower the difficulty and the backlash.

The final result is...

Conjured Illusory Impressed Fireball
Axiom: 13 (17)
Skill:  Conjuration/Fire 14
Backlash:  20
Difficulty:  11
Effect Value: 14
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 18 (one hour)
Manipulation:  None
Difficulty to Disbelieve: 12

This spell creates a ten meter radius fireball which explodes for damage 14 against everything in its radius.  It can, however, be disbelieved with a Difficulty 12 Mind check.  It is an impressed spell, designed to be cast in advance and released later.

Woot!  We've completed our process.  It took us ten weeks of game time to make the spell this nice, but we have a pretty good spell here for a beginner spell.

Creating Spells Quickly:

It is possible, but DANGEROUS to create spells in less than an hour.  Not only can you not apply Theorems, but the base difficulty of the process goes up.  Take the Torg Value of the time spent creating the spell.  Subtract that from 18 (the Torg value of 1 hour).  The resulting number is how many SDP it costs to do so.

For example, creating a spell in a single combat round (Torg Value 5), costs 13 SDP (18-5 = 13).  Since you can't use Theorems in less than a week, you're likely going to have to raise the difficulty, backlash and/or casting time to compensate for this.

Manipulating Spells

Once you have learned a spell, if you have all the Process Theorems used to make it at adequate adds, then you can manipulate it before casting it.  You can shift around the difficulty, effect value, area, backlash, cast time, duration, and range of the spell at the usual SDP costs.  The amount of SDP moved around cannot exceed the sum of your adds in the skill and arcane knowledge.  (So someone with Conjuration +5 and Fire +4 could raise the difficulty, backlash, and cast time of the example spell by up to nine points, in order to gain nine more points of effect value, area, duration, or range.)

Manipulation cannot turn a spell into an impressed or focused spell, it can't change the amount of skill needed to cast the spell, the type of the spell, the theorems applied to it, or any other factors outside of  difficulty, effect value, area, backlash, cast time, duration, and range.
 

More Options For Spell Aspects:
 

Accuracy Control

You can make your spells more accurate, by spending one SDP for every point of accuracy you purchase for the spell.

Example:

This spell has +5 to hit, so it costs 5 SDP extra.

Target-Seeking Bullet
Axiom: 7
Skill:  Apportation / Metal 13
Backlash:  15
Difficulty:  11
Effect Value: 18
Bonus Number to:  Effect
Range: 14 (600 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

This spell hurls a small coin or rock about the size of a quarter at the target.  The caster mimes throwing the object at the target, while speaking a command phrase.  The object then wizzes at its target at high speed, impacting for EV damage.  The spell gains a +5 to hit.  (This spell applied Gesture (3 weeks), Similarity (3 weeks) and Voice (4 weeks), earning the spell 9 more SDP)
 

Apportation Control

Normally, the effect of the spell goes in a straight line from the caster to the target.  With this, the spell effect can now manuever freely, letting you do things like create spells which arc around obstacles to hit the target.

This costs 2 SDP.

Example:

This spell can move its bullet around obstacles or even corners, so it costs 2 SDP more.

Arcing Bullet
Axiom: 7
Skill:  Apportation / Metal 13
Backlash:  12
Difficulty:  9
Effect Value: 18
Bonus Number to:  Effect
Range: 14 (600 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

This spell hurls a small coin or rock about the size of a quarter at the target.  The caster mimes throwing the object at the target, while speaking a command phrase.  The object then wizzes at its target at high speed, impacting for EV damage.  The spell can arc around obstacles and even chase someone around a corner if the caster has some way of seeing the target in order to aim.  (This spell applied Gesture (3 weeks), Similarity (3 weeks) and Voice (4 weeks), earning the spell 9 more SDP)
 
 
 

Changing the Target of Your Spell:

By default, a spell normally has a single target or an area of effect, which remains stationary, or perhaps moves with the target of the spell if it moves (such as a spell which makes someone stronger and rides in their body wherever they go).  However, you may wish to create something, perhaps a chain lightning spell, which can hit one target one round, then hit another one the next.

This is quite cheap (It costs 2 SDP), but has certain limits.  The spell travels with a speed equal to its range, and cannot leave the range of the spell.  So if the spell has a range of 100 meters, it cannot hit anything more than 100 meters from the caster.  If Target A and Target B are each 80 meters away from the caster but 140 meters from each other, the spell can nail target A, then move to Target B, but it will take it 2 rounds to move at 80 meters/round to reach target B.  (With area-effect spells, the centerpoint of the area moves the range of the spell each round).

You can make your spell move faster by buying SPEED.  Each point of speed above the base from the Range costs 1 SDP.  If, in the previous example, you bought the speed of the spell up to 150 meters/round by spending 1 SDP, the spell could now leap from A to B in a single round.

Example:

This chain fireball costs 2 SDP for its ability to change targets, and 2 more because it has a speed of 10.

Altered Chain Fireball
Axiom: 10
Skill:  Alteration/Fire 18
Backlash:  19
Difficulty:  15
Effect Value: 18
Bonus Number to:  Effect
Range: 8 (40 meters)
Speed: 10 (100 meters)
Duration: 9 (One Minute)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The caster needs something he can throw which is flammable and on fire.  He throws it at the target while speaking mystic phrases, and it explodes in a fireball six meters in radius at the end of its arc, which can be up to 40 meters.  The caster can then designate a new target each round, and the fireball will fire off a jet of flame up to 100 meters away from it, which then explodes in another 6 meter radius fireball.  (This spell applied Contagion, Gesture, Similarity, and Voice for 2.5 weeks each, earning the spell 8 more SDP)
 

Form Control

Form control enables the caster to reshape the area of effect of a spell in ways unnatural for the AK of the spell.  For example, light normally expands to fill all available space.  With Form Control, the caster can change the shape of the spell into something unnatural for that knowledge while the effect lasts.

This costs 2 SDP.

Example:

This wall of fire takes a shape unnatural to fire--a hollow ring around the target or a long, thin wall.  This costs 2 SDP.

Wall of Fire
Axiom: 12
Skill:  Conjuration/Fire 16
Backlash:  20
Difficulty:  13
Effect Value: 15
Bonus Number to:  Effect
Range: 5 (10 meters)
Duration: 9 (One Minute--six rounds)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The caster waves a small burning object around himself in a circle while chanting.  This calls up a 4 meter radius wall of fire around the target of the spell.  Anything passing through the flames takes the EV in damage. The spell is an Illusion with a DV of 12 to disbelieve it.  (This spell uses Contagion, Gesture, Similarity, and Voice for 8 SDP)
 

Installing an On/Off Switch

A spell with an On/Off switch can be turned on and off during the duration of the spell.  This is useful if you want to, say, let your allies through your wall of fire without killing them, then putting it back on, or if you need to pick up an object while your touch is doing explosive damage.  For long-duration attack spells it can be useful if you no longer need the spell and don't wish to have it hanging around killing things.

This costs 2 SDP.

Example:

This is a conversion of the Mage Dark spell to have an on-off switch.  This costs 2 extra SDP.

Switchable Mage Dark
Axiom: 12
Skill:  Conjuration / Darkness 17
Backlash:  21
Difficulty:  17
Effect Value: 16
Bonus Number to:  Duration
Range: 8 (40 meters)
Duration: 9 (One minute)
Casting Time: 5 (ten seconds--one round)
Manipulation:  Control + 3, Area +3

The caster blows a handful of soot at the target and chants, calling up a great cloud of darkness with a fifteen meter radius around the target.  The EV of the spell must be beaten to see anything through it.  The Darkness is an illusion which can be seen through with a Difficulty 15 Mind check as well.  The caster can turn the Darkness on and off whenever he so desires, for the duration of the spell.   (This spell uses Control +3, Gesture, Similarity, Contagion, and Area +3 theorems for 14 SDP)
 

Modification Spells

Many spells work by changing some quality of a target, while leaving it mostly unchanged.  Divination Magic might replace the normal Find skill of the target, Apportation Magic might imbue the target with flight, Alteration Magic may increase its strength, or Conjuration Magic fill it with life force, giving volition to some previously inanimate object.

If the default mechanism is used, then the EV of the spell functions as a power-push against the attribute of the target affected, either raising or lower its effectiveness by the Power push amount.  (So if I throw an EV 15 spell to improve Dex at someone with a Dex of 6, we check the result for 9 result points on the Power Push table, which yields a +4 bonus to his Dex).

It is possible to buy additional result points for the power push in such a case, at a cost of 1 SDP per point bought.

If the mechanism is improved, the EV of the spell either replaces the normal attribute of the target, or lowers the target's attribute by that amount.  (An apportation/Folk with an improved mechanism and an EV of 16 could enable you to move a Folk at speed 16 instead of its normal speed.  Alternately, it might slow any target Folk by 16, reducing a folk moving at 25 to moving at 9.)

Movement limit values do NOT change if the attribute they are based on changes unless they are also changed by the spell.  (Giving someone more dex won't make him run faster; making someone clumsier won't slow him down...)

Some attributes are expressed as adds combined with a maximum value; this mainly applies to forms of equipment such as melee weapons or armor.  The adds of equipment can only be power-pushed, never completely replaced by an improved mechanism; the power push is calculated by comparing the EV to the Maximum Value of the equipment.  However, both values can be pushed/increased without requiring a multi-attribute push (see below).

For example, Bob's Armor Enhancer has an EV of 28.  Bob casts the spell on Cuir Bouilli (+3 / 18 Max Toughness).  It beats the Max Toughness by 10, giving a +4 Power Push.  This pushes the Max value of the armor up to 22, and raises it to +7 adds.

A spell which pushes:

Slow
Axiom: 9
Skill:  Alteration/Folk 14
Backlash:  16
Difficulty:  11
Effect Value: 19
Bonus Number to:  Effect
Range: 9 (60 meters)
Duration: 11 (2.5 minutes)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The mage points at the target of his spell in slow motion, while holding something from the body of a folk and speaking very slooooowly.  The target finds himself slowed down as his Dex and Speed Value both get pushed DOWN by a Power-push result.   (This spell uses Contagion, Touch, Voice, Gesture, and Similarity for 10 SDP)

A spell which has an improved mechanism...

Stay Voice
Axiom: 8
Skill:  Apportation/Folk 14
Backlash:  18
Difficulty:  11
Effect Value: 23
Bonus Number to:  Effect
Range: 8 (40 meters)
Duration: 12 (four minutes)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None
 

The mage steps forward, then shouts 'Stop' and points at himself, then points at the target and shouts Stop.  (The caster must be a folk, as he is using himself as a contagion to affect the target).  This spell lowers the target's speed by its EV.  If the target's speed drops to 0, he can't move anywhere, although he still has free use of his limbs to grab things, etc.  (This spell uses Contagion, Gesture, Similarity, and Voice for 8 SDP).
 
 
 
 

Multi-Attribute Effects

A spell can affect multiple attributes of a target.  For example, a spell could raise both the Dexterity and the Running Limit of a target.  It costs SDP equal to the Multi-action penalty for that many targets in order to do this.  For example, the spell above has two attributes effected, so it costs 4 SDP to do so.

Spells which do teleportation or extra-dimensional travel or gates must affect all seven attributes of the target. (ie, 10 extra SDP)

Dimension Door
Axiom: As Appropriate
Skill:  Apportation/True Knowledge 16
Backlash:  21
Difficulty:  15
Effect Value: 12 (250 KG, 600 lbs.)
Bonus Number to:  Range
Range: 15 (1000 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The caster must trace a doorway in the air with a finger or pointer.  The doorway then briefly ripples into a portal to a location up to 100 meters away; the EV in weight can pass through the doorway while it remains open.  (This spell uses Touch, Gesture, and Similarity for 9 SDP).
 

Selective targetting

Sometimes, you may wish the ability to only affect some of the people in an area of effect.  This requires you to do several things:

For example, let's say I wanted to give Entangle an area of effect of 10 meters in radius, but I wanted to be able to protect 6 people from being entangled.  That would cost 2 SDP for changing targets, 2 SDP for the on/off switch, and 8 SDP for affecting 6 people--12 total.  (I also need 10 SDP to give it the area of effect to start with...5 for the 10 meter radius in 2 dimensions, 5 more for adding the third dimension to it.).  I now have to dredge up 22 more SDP from somewhere.  I raise the skill requirement by 4, giving me 4 SDP.  I decide to convert the spell into an Impressed spell; this will let me increase the cast time dramatically in order to get  a lot more SDP that way.  Impressed spells cost 3 more SDP, but now I can raise the cast time to an hour, giving me 13 SDP.  I still need 8 SDP.  I raise the backlash and difficulty by 4 each, giving me 8 SDP.  My work is complete:
 

Mass Entangle
Axiom: 9 (17)
Skill:  Alteration/Plant 18
Backlash:  22
Difficulty:  15
Effect Value: 16
Bonus Number to:  Effect
Range: 7 (25 meters)
Duration: 11 (2.5 minutes)
Casting Time: 18 (One Hour)
Manipulation:  None

This is an Impressed Spell.  The caster must pluck a vine or some blades of grass, or something similar from the local environment; he then weaves them together into a rope and binds one of his wrists with them, then points at the target and comands the local plants to attack.  It only works if there are some plants already in the area, transforming those closest to the center-point of the effect into a seething mass of vines and leaves which attacks and binds everyone in the area of effect chosen by the caster with an attack total equal to his spell-casting total.  However, the caster can designate 6 people in the area of effect who won't be effected.  This spell has a ten meter radius.  (This spell uses Contagion, Specific Contagion, Gesture, Similarity, and Voice for 10 SDP.)

Transmutation:

Transmutation spells are spells which change the subject from one sort of thing to another sort of thing, rather than modifying it while leaving it mostly the same (modification spells).

First, you must figure out the desired Attributes of the target once it has been transmuted; it is possible to transmute something without changing its attributes, but the resultant form may be quite different from a normal example of the end form as a result.  (A spell which turned men into frogs without changing their attributes would result in very tough and strong frogs...)

If the spell changes the attributes of the target, you must build in the usual factors for modification spells.

Secondly, it costs SDPs relative to the degree of change involved in the spell:
 

When applying the Theorem of Contagion, one can use a contagion appropriate either to the initial or the final state, but Specific Contagion still requires something from the actual target.)

Let's say we decide to create a spell which turns the targetted folk to stone, rendering him a helpless statue.  To do so, we must strip the target of all his dexterity; it won't matter if he keeps his other attributes.  We need to reduce his dex, which might range all the way up to a 14 in aysle, down to a 0.  Normally, it's wiser to just buy a power-push and result modifiers than to improve the mechanism on a folk spell (given the hefty 20 SDP cost), but the cost of trying to completely eradicate an attribute by power-pushing gets pretty hideous, so let's just spend the 20 to improve the mechanism.  Our spell will reduce the target's dex by 14 points, which should render almost anyone in the folk range immobile (unless they have stat enhancement packages, anyway...)  We have an EV of 14, which costs 13 SDP.

We're transmuting a Folk to Earth, which is Kindred to Element, which costs us 16 more SDP.  The spell is Alteration (8 SDP) and Folk (0 SDP).

Here's our spell before we finish balancing out all the SDP we've spent

Turn to Stone
Axiom: 12
Skill:  Alteration/Folk 10
Backlash:  1
Difficulty:  0
Effect Value: 14
Bonus Number to:  Duration
Range: 5 (10 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None
SDP:  This spell is not balanced.  57 SDP have to be found somewhere to balance this spell out...

This spell turns the target to stone for the duration of the spell; it reduces his dex by the EV.  If this leaves him any EV, the target is mobile stone, if not VERY mobile...

We need 57 freaking SDP.  IYA.
 

Turn to Stone
Axiom: 12
Skill:  Alteration/Folk 20
Backlash:  24
Difficulty:  17
Effect Value: 14
Bonus Number to:  Duration
Range: Touch
Duration: 13 (six minutes)
Casting Time: 5 (ten seconds--one round)
Manipulation:  None

The caster needs a doll of a folk and a little stone figurine which matches it.  He then puts the stone figurine in a pocket before casting, and during the casting, swaps the doll into his pocket and pulls out the figurine, which he touches the target with while commanding him to turn to stone.  This spell turns the target to stone for the duration of the spell; it reduces his dex by the EV.  If this leaves him any EV, the target is mobile stone, if not VERY mobile...
 
 
 

Wards

Spells can be built which detect a condition, then turn off or on.  You must pay 2 points for the on/off switch, then spend points equal to the amount of Divination / Whatever the spell has built into it.  A spell cannot have a better Divination / Whatever than the level of skill of the person creating the spell.  (When building Grimoire spells, I assume the wizard's detecting skills = the level of skill with which the spell was built to be used by, as a general rule).

Wards can be evaded by the use of appropriate magics to defeat the Divination /Whatever component.   The base difficulty to detect what it is set to detect is an 8 if no other factors intervene.

Obviously, the magus creating the spell must possess the appropriate AK he wishes the wards to detect.

Example:

This spell has a Divination/Folk of 12, so costs 14 extra SDP--12 for the skill and 2 for the on/off switch.  

Explosive Runes
Axiom: 15
Skill:  Conjuration / Fire 16
Backlash:  20
Difficulty:  13
Effect Value: 18
Bonus Number to:  Effect
Range: 2 (2.5 meters)
Duration: 5 (ten seconds--one round)
Casting Time: 21 (Four Hours)
Manipulation:  None

The caster uses a small torch to burn the runes into a surface, while instructing them on what condition to look for.  If the wards detect any folk within range who do not say the appropriate password, they then explode into a ball of flame 5 meters in diameter and continue to burn until there is no one left to burn within range.  The spell inflicts the EV of 18 each round to those in range.  It has a Divination/Folk skill of 12 used to detect prey.  (This spell uses Touch, Voice, Gesture, Similarity, and Contagion for 10 SDP.)