RUNNING SUPERNATURAL CONFLICT

Cast Magic Spell

The will of the supernatural entities granting their abilities to followers or allies may require successful social conflict checks before crafting the spell itself.

Action by action, Adventurers and their opponents craft spells until they build the desired combination of effects.

Once ready, the spell caster unleashes their crafted spell for hopefully maximum effect.

The Guide may wait until the spell craft completes to decide if the supernatural entity or group requires persuasion to assist.

NATURAL MAGIC
Modifiers for terrain and weather may affect offensive and defensive natural magic.

The nature of the elements involved in the spell casting may provide Degree of Success modifiers.

For example: fire casters desired effects may diminish or fail completely against forces of elemental water.

DIVINE MAGIC
Guides may track the conflict between divine and dark powers as separate NPC actions.

SPIRITUAL MAGIC

WITCHCRAFT OR DARK MAGIC

RITUAL MAGIC

DEVICES AND COMPONENTS
Guide may carefully track and require magical devices and components as additional modifiers to Degree of Success.

Salvage Space: Magical Conflict

Use Superpower

Adventurers or their opponents may use or stop their super-powered abilities at will if they have learned to control them.

GENETICS

MUTATIONS

XENOBIOLOGICAL

Salvage Space: Superpowered Conflict

Use Psionics

PSIONIC DISCIPLINES

Salvage Space: Psionic Conflict

Mass Supernatural Conflicts

Salvage Space: Mass Supernatural Conflicts

Chronology :: ◢ References: Supernatural Conflicts