Converting Spells to Effects

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

While Alacrity encourages unique magical effects born from its specific setting, Game Masters and players may wish to adapt familiar spell concepts from other fantasy role-playing systems (like Dungeons & Dragons) for use as Alacrity Effects. These guidelines provide a framework for that conversion process. Remember, these are guidelines, not rigid laws; the GM always has the final say to ensure converted effects fit the power level, tone, and internal logic of their Alacrity campaign. Creating original effects tailored purely to Alacrity is also highly encouraged.

Core Conversion Process

When converting a spell from another system, follow these general steps:

  1. Identify Core Function: What is the essential purpose and mechanical outcome of the original spell?
  2. Determine MP Cost: Use the spell’s original level or power as a baseline (see detailed guidelines below), adjusting based on its actual impact and utility within the Alacrity system.
  3. Define Alacrity Mechanics: Translate the spell’s mechanics (damage, saves, duration, area, etc.) into Alacrity’s terms (d10s, skill rolls, percentage modifiers, conditions, range bands, rounds, etc.).
  4. Set Narrative Requirements: Like any Alacrity effect, a converted spell needs a narrative origin (how was it discovered or learned?) and costs the standard 5 XP to inscribe once permitted by the GM.

Detailed Conversion Guidelines

Here’s a more detailed look at converting specific aspects:

MP Cost

Use the guideline for adapting level-based spells (potentially found in Chapter 8 or use this as the primary reference): Start with 1st-level spells costing 2 MP, and double the cost for each subsequent level (2nd=4 MP, 3rd=8 MP, 4th=16 MP, 5th=32 MP, etc.). Cantrips or 0-level spells typically cost 1 MP, though very minor utility effects might be considered free narrative flavor for trained casters at the GM’s discretion. The GM should always review this baseline cost, adjusting it up or down based on the effect’s true power, frequency of use, versatility, and overall impact within the specific Alacrity campaign.

Effect Description

Translate the original spell’s impact into Alacrity’s mechanics:

  • Damage: Approximate the original average damage using d10s. Specify the damage type (physical, fire, cold, etc.) and note if it bypasses standard Armor Soak rules.
  • Healing: Convert using d10s for Hit Points restored, or assign a standard Alacrity rate (like “heals 1d10 HP per X MP spent”).
  • Buffs/Debuffs: Translate static bonuses/penalties (like +/- 1d4) into Alacrity’s percentile system (e.g., a +/- 10% bonus/penalty on relevant rolls). Translate broader concepts like Advantage/Disadvantage into larger situational modifiers (e.g., +/- 20% or +/- 30%).
  • Conditions: Describe inflicted Conditions (Blinded, Frightened, etc.) using the standard Alacrity definitions and their associated mechanical penalties (see Conditions, p. XX).
  • Control & Utility: Describe the function clearly in narrative terms (e.g., creates light, forms obstacles like webs, grants invisibility) and specify how these interact with Alacrity’s rules (e.g., light radius, web stats/escape mechanics, Stealth bonuses from invisibility).

Resistance (Saving Throws)

Alacrity uses contested rolls or difficulty modifiers instead of fixed saving throw DCs.

  • Targeted Effects: Spells targeting a creature often become Contested Rolls. Defenses based on agility (like a Dexterity save) might be contested by the target’s Dodge skill roll. Effects targeting physical fortitude (like a Constitution save) could be contested by a roll using the target’s Body statistic (e.g., Body x 5%). Mental effects (resisted by Wisdom, Intelligence, or Charisma saves) would typically be contested using the target’s Mind statistic (e.g., Mind x 5%) or possibly a relevant skill like Insight. The GM determines the most appropriate opposing trait or skill.
  • Area Effects: Affected targets might get a relevant skill roll (like Dodge or Athletics) to reduce or avoid the impact, possibly rolled against a difficulty set by the caster’s margin of success on their Magic roll, or against a fixed difficulty (e.g., Hard -20% to dive clear).
  • No Resistance: Some simpler utility or targeted effects might offer no resistance, working automatically if the caster succeeds on their Magic roll against the situational difficulty.

Casting Time

Convert casting times logically into Alacrity’s action economy:

  • Action/Bonus Action Spells: Usually translate to 1 Declared Action in an Alacrity combat round, subject to standard multi-action penalties if other actions are attempted.
  • Reaction Spells: Might require the caster to have Held an Action, though a GM could permit a minor, truly reflexive defensive effect as an out-of-turn Magic roll (similar to Dodge), potentially costing MP retroactively.
  • Longer Casting Times (Minutes/Hours): Require equivalent dedicated time outside of combat, potentially involving concentration or multiple skill rolls as deemed appropriate by the GM for rituals.

Components (Verbal, Somatic, Material)

Alacrity doesn’t track components mechanically by default. They primarily add flavor or create situational modifiers.

  • A GM might rule that being gagged (unable to speak Verbal components) or bound (unable to perform Somatic components) imposes a significant penalty (-20% or more) or makes casting certain Effects impossible.
  • Expensive or rare Material components from the original spell might translate into needing to acquire specific, hard-to-find items through gameplay before the Effect can be learned or cast, or they might potentially increase the MP cost of the Effect if they are consumed.

Range, Area, and Duration

Define these parameters using Alacrity terms:

  • Ranges: Use descriptive bands like Touch, Short (approx. 30ft), Medium (approx. 60-100ft), and Long (approx. 100-300ft+), or specify exact distances if necessary.
  • Areas: Define using simple templates like Self, One Target, 10-foot Radius Sphere, 30-foot Cone, or 60-foot Line.
  • Durations: Translate into concrete Alacrity timeframes: Instantaneous, 1 Round (~10 sec), 1 Minute (6 rounds), 10 Minutes (60 rounds), 1 Hour, or longer durations (hours, days). Effects requiring Concentration should be noted (see Concentration rules, p. XX).

Learning the Effect

Remember that even a converted spell must fit the narrative of how the character learned magic (their Narrative Anchor). Once permitted or discovered in the game world, it costs the standard 5 XP to inscribe and learn as a known Effect.

Example Conversion: Bless

Let’s convert the 1st-level D&D spell Bless. Its core function is buffing allies’ attacks and defenses.

  1. Core Function: Grant allies a minor bonus on attacks and saves.
  2. MP Cost: As a 1st-level spell, the baseline cost is 2 MP. This seems reasonable for its effect.
  3. Alacrity Mechanics: The original +1d4 bonus (average +2.5) translates well to Alacrity’s percentile system as a +10% bonus on relevant rolls. The original affects up to 3 creatures within 30 ft (Short range) and requires Concentration for up to 1 minute.
  4. Narrative Requirements: Player needs narrative justification (e.g., prayer, studying holy text) and spends 5 XP.

Finalized Alacrity Effect:

Bless (Effect)
Cost: 2 MP
Range: Short (approx. 30 ft)
Duration: 1 Minute (6 rounds)
Casting Time: 1 Declared Action
Concentration: Yes (GM may decide if check needed on damage based on source)
Effect: Choose up to three willing creatures within range. On a successful Magic skill roll, each target receives a +10% bonus on all their attack rolls and any rolls made to resist hostile effects (like contested rolls vs. spells or effects) for the duration. The caster must maintain concentration.

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File Created: 05/07/2025
Last Modified: 05/07/2025

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