====== Magic Module ====== This module adds structured spellcasting to ODDS RPG. It may represent: * Arcane magic * Divine miracles * Psionics * Super science * Ritual technology The GM decides how magic fits the setting. ---- ===== Using This Module ===== A character must have: * The Arcana (or equivalent) skill * Narrative justification (training, mutation, blessing, implant, etc.) Magic is powerful but carries cost. ---- ===== Casting a Spell ===== Roll: 1d20 + Mind + Arcana Compare to spell TN. ^ Spell Tier ^ TN ^ | Minor | 10 | | Standard | 15 | | Major | 18 | | Legendary | 22 | If successful: Roll Impact (2d10 + Mind unless stated otherwise). ---- ===== Spell Strain ===== After casting, lose Resolve equal to spell tier: Minor → 1 Resolve Standard → 2 Resolve Major → 3 Resolve Legendary → 4 Resolve If Resolve reaches 0: The caster becomes Broken. Spell still resolves unless GM rules otherwise. Magic always has a cost. ---- ===== Spell Tiers Explained ===== Minor: Simple, quick effects. Combat utility or small manipulation. Standard: Strong combat or utility effect. Most commonly used spells. Major: Large-scale effect. Scene-changing ability. Legendary: Rare, powerful, dangerous. Campaign-impacting. ---- ===== Sample Minor Spells ===== Arcane Bolt 2d10 damage at Near range. Shield Flicker Gain +2 Defense until your next turn. Light Illuminate Close range area for scene. Detect Energy Sense magic, tech, or psychic activity nearby. ---- ===== Sample Standard Spells ===== Fire Wave 2d10 damage to all enemies in Close range (Agility TN 12 halves). Barrier Reduce incoming damage by 5 for one round. Teleport (Short) Instantly move to any visible location within Near range. Mind Jolt Deal 2d10 Resolve damage. ---- ===== Sample Major Spells ===== Chain Lightning 2d10 damage to 3 targets. Mass Heal Restore 2d10 Health to all allies in Close range. Summon Entity Call a temporary creature (Standard role from enemy builder). Wall of Force Create barrier that blocks movement for one scene. ---- ===== Sample Legendary Spells ===== Meteor Strike 2d10+5 damage to all in Far range (Agility TN 15 halves). Planar Gate Open portal to another location or realm. Resurrection Restore a recently deceased character (major narrative cost required). Reality Warp Temporarily alter environment drastically. Legendary spells should require preparation or rare components. ---- ===== Ritual Casting (Optional Rule) ===== For powerful magic: * Requires Extended Task (Goal 3–8). * Each failure increases risk. * On final failure, backlash occurs. Backlash examples: * Lose additional Resolve * Attract hostile entity * Environmental anomaly * Gain Condition ---- ===== Backlash (Optional Rule) ===== If a caster rolls a Natural 1: Roll 1d6: 1 Spell affects caster 2 Lose additional 2 Resolve 3 Environmental surge 4 Nearby ally affected 5 Magical signature attracts attention 6 Wild surge (GM improvises) Backlash adds risk and tension. ---- ===== Design Notes ===== Magic should: * Expand options * Not overshadow martial characters * Carry visible cost * Influence story tone If magic dominates combat, increase Resolve cost. If magic feels weak, reduce TN by 2. ---- ODDS RPG Magic Module v1.0