Magic

Generally

Attributes and Strength Skills
MagicAttributeStrength Skill
Blue MagicIntellectScience
Purple MagicCunningLore
Red MagicWillpowerDiscipline
Available Spell Actions
Spell ActionBlue MagicPurple Magic Red Magic
Magical AttackYesYesNo
AugmentNoYesYes
BarrierYesNo Yes
ConjureTBDTBDTBD
CurseNoYes Yes
DispelYesYesNo
HealNoNo Yes
Penalties When Casting Spells
ConditionPenalty
The character does not have at least one free hand (wielded implements count as a free hand).+b
The character is unable to speak (gagged, silenced, or otherwise).+bb
The character is wearing heavy armor that might hamper their gestures (armor with +2 soak or more), or carrying as shield. This could also include other restrictive outfits, at GM's discretion.+b
The character is in circumstances that interfere with their ability to concentrate, such as trying to cast while swimming or hanging from a rope, being buffeted by a sandstorm, or casting a spell that doesn't target the person they're fighting in hand-to-hand combat.Upgrade the difficulty once (or more at your GM's discretion).

Spellbook

Here's a collection of spells for players to model their effects after.

Blue Magic

Magic Missile

A bolt of pure force launches from your hand.

Action: Attack

Range: Short (but not Engaged)

Difficulty: d

Concentration: No

Effect: You deal damage to the target equal to your Intellect, plus 1 damage per uncanceled s. You may not deal criticals except with a t.

Firebolt

A bolt of pure force, so energized it erupts into plasma as it finds your foe.

Action: Attack with Fire

Range: Short (but not Engaged)

Difficulty: dd

Concentration: No

Effect: You deal damage to the target equal to your Intellect, plus 1 damage per uncanceled s. You may not deal criticals except with a t. The attack gains the Burn quality (GCB 87) with a rating equal to your character's ranks in Science.

Glimmering Shield

You surround an ally with a barrier of pure magic, slightly opaque to the outside world.

Action: Barrier with Add Defense

Range: Short

Difficulty: ddd

Concentration: Yes

Effect: If the check is successful, until the end of the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled ss in the spell check beyond the first. The target increases their melee and ranged defense by 1 (to a maximum of 4).

Gravitic Well

You warp gravity around your friend, causes punches and bullets to veer off course.

Action: Barrier with Gravitic

Range: Short

Difficulty: ddd

Concentration: Yes

Effect: If the check is successful, until the end of the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled ss in the spell check beyond the first. The target's engaged enemies automatically disengage from the target, and may not engage while the spell persists.

Purple Magic

Eldritch Blast

You strike your target with shadow made manifest.

Action: Attack

Range: Short (but not Engaged)

Difficulty: d

Concentration: No

Effect: You deal damage to the target equal to your Cunning, plus 1 damage per uncanceled s. You may not deal criticals except with a t.

Vicious Mockery

No one knows how to make words cut like the fey, especially when they lace their words with psychic power.

Action: Attack with Non-Lethal

Range: Short (but not Engaged)

Difficulty: dd

Concentration: No

Effect: You deal Stun Damage (Core Rules page 88) to the target equal to your Cunning, plus 1 damage per uncanceled s. You may not deal criticals except with a t.

Sylphan Speed

Your target becomes slightly blurred as it gains the speed of the wind spirits.

Action: Augment with Haste and Swift

Range: Short (can target self)

Difficulty: dddd

Concentration: Yes

Effect: Until the end of the caster's next turn, the target increases all ability checks by d. They gain a free extra maneuver (though they still cannot take more than 2 maneuvers), and the target is not affected by difficult terrain, nor can they be immobilized.

Curse of Cold

With a frosted breath, you utter the words chill your target's very soul.

Action: Curse with Enervate

Range: Short

Difficulty: ddd

Concentration: Yes

Effect: Until the end of the caster's next turn, the target decreases all ability checks by d. Whenever they take strain, they take 1 additional strain.

Spell Action Tables

Magical Attack

Concentration: No

Skills: Blue Magic, Purple Magic

Magic attacks are combat checks, and they follow the normal rules for performing a combat check, on Core Rules page 101, using the character's magic skill instead of a combat skill.

When making a magic attack, the character must select one target at short range (but not engaged). The default difficulty of the check is Easy (d). The attack deals damage equal to the characteristic linked to the skill used to make the attack (so if the character uses Blue Magic, they would deal damage equal to their Intellect), plus 1 damage per uncanceled s. The attack has no set Critical rating, so you may only inflict a Critical Injury with a t.

Before making a magic attack check, choose any number of additional effects listed on the Additional Effects table. These effects are added to the attack.

Magical Attack Additional Effects
Additional EffectDiff Mod
Blast: The attack gains the Blast quality with a rating equal to your character's ranks in their Strength Skill.+d
Close Combat: May select a target engaged with your character.+d
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character's ranks in their Strength Skill.+d
Fire: Blue Magic only. The attack gains the Burn quality (GCB 87) with a rating equal to your character's ranks in their Strength Skill.+d
Ice: The attack gains the Ensnare quality (GCB 87) with a rating equal to the character's ranks in their Strength Skill.+d
Impact: The attack gains the Knockdown quality (GCB 88). The attack also gains the Disorient quality (GCB 87) with a rating equal to the character's ranks in their Strength skill.+d
Lightning: Blue Magic only. The attack gains the Stun quality (GCB 88) with a rating equal to the character's ranks in their Strength Skill. The attack also gains the Auto-fire quality (GCB 86). (You must increase the difficulty by one to use the Auto-fire quality in addition to the increase for the Lightning modifier.)+d
Manipulative: If the attack hits, you may spend a to move the target up to one range band in any direction.+d
Non-Lethal: Purple Magic only. The attack gains the Stun Damage quality (GCB 88).+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Destructive: The attack gains the Sunder quality (GCB 88). The attack also gains the Pierce quality (GCB 88) with a rating equal to the character's ranks in their Strength Skill.+dd
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal to the characteristic). If the attack has the Blast quality, it affects all characters within short range, instead of engaged. +dd
Poisonous: Purple Magic only. If the attack deals damage, the target must immediately make a Hard (ddd) Resilience check or suffer wounds equal to the character's ranks in Lore, and strain equal to the character's ranks in Lore. This counts as a poison.+dd

Augment

Concentration: Yes

Skills: Purple Magic, Red Magic

This is using magic to enhance people. A character selects one target they are engaged with (which can be themself), then makes a magic skill check. The default difficulty of the check is Average (dd). If the check is successful, until the end of your character's next turn, the target increases the ability of any skill checks they make by one (in effect, this means they add d to their checks).

A character may not be affected by more than one Augment spell at the same time (so no stacking effects).

Augment Additional Effects
Additional EffectDiff Mod
Adrenaline: Red Magic only. The target increases their wound threshold by a value equal to the character's ranks in their Strength Skill for the duration of the spell.+d
Haste: Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they may still only perform two maneuvers a turn).+d
Combative Mutation: Red Magic only. The target adds damage equal to the character's ranks in their Strength Skill to unarmed combat checks, and their Critical rating for unarmed combat checks becomes 3.+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Swift: Targets affected by the spell ignore the effects of difficult terrain and cannot be immobilized.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+dd

Barrier

Concentration: Yes

Skills: Blue Magic, Red Magic

The power to create barriers of magical energy to protect the spellcaster and their allies. The character selects one target they are engaged with (which can be themself), then makes a magic skill check. The default difficulty of the check is Easy (d). If the check is successful, until the end of the character's next turn, reduce the damage of all hits the target suffers by one, and further reduce it by one for every uncanceled ss beyond the first.

Barrier Additional Effects
Additional EffectDiff Mod
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in your Strength Skill.+dd
Empowered: The barrier reduces damage equal to the number of uncanceled successes instead of the normal effect.+dd
Feedback: Blue Magic only. If an opponent makes a magic attack against an affected target and generates hhh or d on the check, after the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.+dd
Gravitic: Blue Magic only. Opponents automatically disengage from affected targets, and may not engage them for the duration of the spell.+dd

Curse

Concentration: Yes

Skills: Purple Magic, Red Magic

This action represents the combat use of curse magic. Your character selects one target within short range, then makes a magic skill check. The default difficulty of the check is Average (dd). If it is successful, until the end of the character's next turn, the target decreases the ability of any skill checks they make by one (in effect, this means they remove one d from their checks).

Curse Additional Effects
Additional EffectDiff Mod
Enervate: If a target suffers strain for any reason, they suffer 1 additional strain.+d
Misfortune: After the target makes a check, you may change 1 b to a face displaying a f.+d
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+dd
Cripple: Red Magic only. The target's strain and wound thresholds are reduced by an amount equal to the character's ranks in their Strength Skill. This effect may not be combined with the additional target effect.+dd
Doom: Purple Magic only. After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face.+dd
Paralyze: The target is staggered for the duration of the spell. This affect may not be combined with the additional target effect.+ddd

Dispel

Concentration: No

Skills: Blue Magic, Purple Magic

The ability to nullify magic is a strange and wondrous art that only certain spellcasters possess. The character selects one target within short range that is under the effects of a spell, then makes a magic skill check. The default difficulty for the check is Hard (ddd). If the check is successful, the effects the target is under immediately end (if the original spell affected multiple targets, the other targets remain affected).

If the successful Dispel action was performed with Blue Magic, the difficulty for the same spellcaster to target the same character with the same spell action is increased by 1 for the rest of the encounter.

Dispel Additional Effects
Additional EffectDiff Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one range band each time.+d
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each time).+dd

Heal

Forthcoming.

Utility

Skills: Blue Magic, Purple Magic, Red Magic

Utility magic covers all the minor things that we expect people to be able to do with magic, such as levitating a book, transmuting a pebble into a butterfly, detecting something magical nearby, summoning a ghostly light source to see in the dark, or making one's voice growl with distant thunder. Basically, these are all cool abilities with a minor benefit, but are more tricks than dangerous or powerful magics. That doesn't mean a player can't figure out how their character can use a utility spell to their best advantage—that's half the fun of being a spellcaster!

Utility magic doesn't have an equivalent action for structured encounters, since the effects are almost entirely narrative in nature. A check to cast a utility spell should always be Easy (d). If that check seems too easy for what you want to accomplish, then what you want to do is probably beyond the scope of utility magic!


Osmium and Osmium Universe are trademarked (TM) by Parker Harris Emerson. The Osmium Universe is Copyright 2018-2019 Parker Harris Emerson. Genesys and the Narrative Dice System Copyright 2017-2019 Fantasy Flight Games.