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General Effects:
Duration of Effect
This indicates how long the effect will remain in force. Most of the categories are self explanatory. Combat duration is taken to be somewhere in the region of minutes, but less than an hour. Permanent effects last indefinitely, but passage through a Dead Zone will strip any residual magical effects, thus destroying any effects with permanent duration.
Range of Effect
This is the distance between the caster and the target object or objects (including people). If the effect applies to everyone or everything within a certain area, starting at the caster, then the effective Range is contact. This situation is dealt with under Area of Effect: Sphere of Influence, below.
If the target of the spell is an individual object, and the effect should vary in Difficulty according to that objects size, these modifiers should be used. As an example, a damaging, healing or telepathy effect is going to be unaffected by the target's size, a teleportation, motion or transmogrification effect will be. As ever, the GM is the final arbiter as to what is and what isn't affected by target size.
If the effect covers a certain area, or a certain number of target people or objects within a certain area, these modifiers should be applied. Be careful to separate the Sphere of Influence from the Range of Effect. The former is the area affected by the effect, the latter is the distance to the area affected by the effect.
Detection effects
This type of effect involves any spell which enhances the senses or detection abilities of the caster, such as a spell to detect how far to the nearest source of water, or whether there are any creatures who are naturally Violent in the area, or a spell which enhanced the casters range of vision. Detection effects are geared to either a particular sense, or to a particular target type (people, water, precious metals and so forth). The base Difficulty of +3 is applied in addition to all other aspects.
| Effect | Diff | Effect | Diff | |
| Animal control | +10 | Motion | +5 | |
| Animation | +10 | Object creation | +30 | |
| Damaging | +10 | Personality control | +20 | |
| Detection | +3 | Protection | +10 | |
| Divination | +30 | Summoning | +20 | |
| Healing | +5 | Telepathy | +5 | |
| Illumination | +3 | Teleportation | +30 | |
| Illusion | +5 | Transmogrification | +10 | |
| Lock | +10 | Ward | +20 | |
| Levitation | +10 | Weather control | +20 |
| Duration | Diff | Duration | Diff | |
| Instantaneous | +0 | Half a Day | +12 | |
| Combat | +5 | Whole Day | +15 | |
| Hour | +7 | Week | +20 | |
| Quarter of a Day | +10 | Permanent | +30 |
| Range | Diff | Range | Diff | |
| Contact | +0 | Local Area | +20 | |
| Melee | +5 | Country | +30 | |
| Line of sight | +10 | Continent | +40 | |
| City | +15 | World | +50 |
| Object Size | Diff | Object Size | Diff | |
| Fist-sized | +0 | Cart sized | +10 | |
| Carryable | +2 | House sized | +20 | |
| Man-sized | +5 | Ship sized | +30 |
| Sphere | Diff | Sphere | Diff | |
| Self only | +0 | City | +15 | |
| Individual | +2 | Local Area | +20 | |
| Small group | +5 | Country | +30 | |
| Line of sight | +10 | Continent | +40 | |
| Town | +12 | World | +50 |
| Damage | Diff | Damage | Diff | |
| -6 | +0 | +0 | +10 | |
| -5 | +2 | +1 | +12 | |
| -4 | +4 | +2 | +15 | |
| -3 | +5 | +3 | +20 | |
| -2 | +6 | +4 | +25 | |
| -1 | +8 | Each extra +1 | +5 |
| Detecting | Diff | Detecting | Diff | |
| Distance to... | +2 | Direction to... | +2 | |
| Size of... | +2 | Intent of... | +10 | |
| Number of... | +2 | Enhanced senses | +10b |
| Healing | Diff | Healing | Diff | |
| Each Wound | +5 | All Wounds | +20 | |
| Each Rank | +5 | All Ranks | +20 | |
| Cure Poison | +10c | Cure Disease | +20 |
| Aspect | Diff | Aspect | Diff | |
| Invisibility | +5 | Silence | +5 | |
| Bond to object | +5 | Animative | +5 | |
| One sense only | +0 | Each extra sense | +5 |
| Speed | Diff | Speed | Diff | |
| Walking pace | +0 | Speed of spear | +40 | |
| Running pace | +10 | Speed of arrow | +60 | |
| Riding pace | +20 | Lightning speed | +80 | |
| Galloping pace | +30 | Controlled motiond | +5 |
| Aspect | Diff | Aspect | Diff | |
| Each Index Dice | +5 | Modifier +1 | +10 | |
| Modifier -2 | -15 | Modifier +2 | +20 | |
| Modifier -1 | -5 | Modifier +3 | +30 |
a For effects which cause multiple wounds, add the Difficulty for the Damage modifier of each wound being caused by the effect together, then include +2 Difficulty for each wound being caused e.g. an effect which caused two wounds at -4 would add +12 to the Difficulty.
b Plus twice the difference in Range modifiers (the Range before and after enhancement).
c Plus the Potency of the Poison being cured.
d Motion is in a fixed direction, with a fixed speed unless this is specified. The caster determines who controls the direction and speed of motion.
e Total of modifiers (positive or negative) cannot exceed number of dice, e.g. 1-1, 1 and 1+1 are legal, 1-2, 1+2 and 1+3 are not legal protection values.
Healing effects
These effects reduce the degree of damage someone has suffered. They can affect individual Wounds, or all Wounds suffered, and lower these by one Rank only (for example, a Serious wound becomes Light), or by several Ranks, or by all Ranks (the wound is completely healed). Also included are any effects which purge Poisons or diseases from the body. Effects which overcome Poisons add the Potency of the Poison to the Difficulty of casting.
Illusionary effects
Generally these effects involve making images or sounds appear from nowhere, or anything else which deludes the senses.
The default speed for a motion effect is about walking pace, but this can be raised as fast as the speed of lightning. It should be stressed that motion effects are only paid for if the subject cannot normally move at those speeds. A magical arrow does not need to have a speed of arrow motion effect cast on it, since it normally moves at this speed. Conversely, humans do not normally fly at all. They would pay full motion costs for any effect which allowed them to do so.
If the desire is to increase the speed of something, the Difficulty is worked as the difference in the Difficulties for the subject's normal speed and its magically enhanced speed. For example, a horse can normally move at up to a galloping pace. To allow a horse to travel overland at the speed of an arrow would be +30. Similarly, to get an arrow to travel at lightning speed would only be +20.
Note that increasing the speed of some objects may require some degree of additional protective factors. For example, a horse moving at lightning speed will require some method to allow the horse to breath, a method to allow the horse to steer fast enough, and some form of protection from the increased air velocity. The rider will similarly require such protection.
Any effect which offers physical protection will have an Armour Index (see section 5.11). The caster simply determines what Index they would like, and pays the appropriate costs. The positive or negative modifier cannot exceed the number of dice in the Index.
Additional factors
It cannot be stressed enough that these Difficulties are just guidelines. If, after working out the Difficulty for an effect, the GM decides it's too Difficult, they are at liberty to make it easier. Conversely, if a magician comes up with an effect which is devastating, but comparatively easy to cast, the Difficulty should be increased accordingly.
A loose magic system such as this is, by its very nature, open to many forms of abuse. In particular, it is possible for a magician to create an apparently simple effect with awesome results, e.g. a spell which creates a handful of air used to create a coronary embolism. That is not to say that creative use of magic is wrong, just that there is a thin line between creativity and abuse. GMs should watch for any abuse and are reminded that they have ultimate control over the laws of Shadow, and they can disallow anything they feel is inappropriate or unfair.
One area where the GM is advised to be careful is with permanent effects. Whilst there is nothing wrong, in theory, with effects that remain in force indefinitely, they can cause some awkward problems for the Gamesmaster. However, disruptions in Shadow can disrupt permanent effects. Whenever someone or something with a permanent effect cast on it passes into a Dead Zone, that effect ceases to function (this does not apply to effects Bound into an object, but these objects will not be able to use their powers in a Dead Zone, and any bound permanent effect will have to be recast after the object leaves the Dead Zone).
Any Spell with restrictions on is much slower to cast than the same effect without limitations. How this affects play is left to the Gamesmaster, but it is suggested that restricted spells cannot be used as a counter-effect (see section 7.21). In addition, the -5 bonus for researching a Spell which has already been manifested as a Spot Magic effect (section 7.9) does not apply to Spells with restrictions.
For example, a magician wants an effect to allow them to see over a long distance. They create a Spell called Eyes of the Hawk. This affects the caster only (+0) for an hour (+7) giving them the detection effect (+3) of enhanced senses (+10), allowing him to see clearly across a City, instead of just Line of sight (+15-10 = +5 x 2 = +10). The total Difficulty is 30. However, the caster also states that whilst under the influence of the Spell, he can only see in black and white. The GM decides this is worth a -3, so the final Difficulty is 27. Some suggested restrictions are given in Table 49, below.
7.23 Restrictions
Players are encouraged to come up with restrictions for their effects so that the Difficulty is lowered. These represent mental crutches that a magician uses to make casting easier, and hence the more arrogant wizards will avoid using them except where neccessary. Restrictions can be placed on Spells, Rites and Rituals, but never on Spot Effects.
| Example of Restriction | Mod |
| Words must be spoken for Spell to be cast | -2 |
| Hand gesturing required for Spell to be cast | -3 |
| Elaborate motion (dance for example) needed | -5 |
| Common material components are required for Spell to be cast | -2 |
| Rare material components are required for Spell to be cast | -5 |
| Rare material components are required, and these are destroyed when the Spell is cast | -10 |
| Symbols must be traced | -3 |
| Symbols must be etched into a surface | -5 |
| Cannot be cast during daylight/nightime | -3 |
| Can only be cast in certain relatively common weather conditions e.g. rain, sunshine | -2 |
| Can only be cast in certain relatively uncommon weather conditions e.g. storms, snow | -5 |
| Can only be cast at dawn/dusk | -5 |
| Can only be cast at certain specific times of the month e.g. full moon, high tide | -10 |
| Can only be cast at certain significant times of the year e.g. eclipses, solstices | -20 |
| Spell requires several minutes of preparation | -5 |
| Spell requires several hours of preperation | -10 |
| Spell requires several days of preperation | -15 |
| Ritual requires 3 to 5 people to cast* | -5 |
| Ritual requires 10 to 20 people to cast* | -10 |
| Ritual only possible in certain type of place* | -10 |
| Ritual only possible in a specific place* | -20 |
Restrictions can never lower the effect Difficulty below half its base Difficulty, and cannot be used with Spot Magic, only with Spells, Rites and Rituals. Rites and Rituals have a minimum restriction associated with them:
Rite: At least -5 in restrictions.
Minor Ritual: At least -10 in restrictions.
Major Ritual: At least -20 in restrictions.
These values represent what is required in order to allow the Ritual to be performed. Any additional restrictions above these minimum values subtracts from the Difficulty normally. For example, a certain Minor Ritual has a Difficulty of 38. It has restrictions such that it can only be cast during a storm (-5), on the edge of a cliff (-10) and it requires both spoken words (-2) and elaborate gesturing (-5). The restrictions total to -22. However, the first -10 is part of the minimum restriction, so the Difficulty of the Ritual is 26 (38-12).Except where the restrictions obviously overlap, these modifications are cumulative, and players are encouraged to come up with more imaginative restrictions that those listed in Table 49.
7.24 Malevolent Effects
If an effect is Passive, that is, it does not directly alter or afflict sentient beings, then target Phase has no direct effect on the Difficulty. If the effect is Active, such as anything which damages or influences sentient beings against their wishes, their combined Phase (use Table 15) should be added to the Difficulty of casting the effect. This does not affect the Difficulty of the Spell from the point of view of Spell creation, only the Difficulty of actual casting.
The GM must decide in each case whether the targets are willing or not. For example, let us consider a Detection Spell being cast to locate all humans within a few leagues. Two of the humans in the area are injured and want to be found - their Phase does not act against the Spell, but there is a group of five brigands, all with a Phase of 10, in the area. They have no desire to be discovered, and hence their combined Phase of 21 (using Table 15) acts against the caster, and adds directly to the Difficulty of casting.
7.25 Magical Fatigue (Optional)
For those people applying Avatar to a specific world, the Backlash and Insanity rules may be inappropriate. If this is the case, the rules can be used as normal but treating the disorientations as fatigue (Lightly fatigued, Major fatigue etc.). Treat the three Mental states as tired, exhausted and unconscious. At exhausted, the character is treated as if Wounded - all Skills and Attributes are halved. All other rules remain essentially the same. It is recommended, however, that the Backlash and Insanity rules are used if it is at all possible.