Troupe: Doomsday uses an ad-hoc magic system: there are no pre-written spells, spell slots, or spell points. Using magic works like any other challenge in the game.

Magic Concepts

At a high level, every spell that is attempted will have an Effect, Duration, and Magnitude. To minitgate the riks of spellcasting, sorcerers will often use sympathetic components.

Effect
What the spell achieves. Read more about spell effects.
Duration
How long the spell’s effect lasts.
Magnitude
The difficulty of the spell to cast, represented as a number; when casting a spell, the sorcerer must achieve as many boons in the casting challenge as this number.
Sympathetic components
These are objects, reagents, and materials that help connect the sorcerer to the spell that they’re casting; they should form a link between the caster and the effect, the effect and the effect’s target, or between all three; the link can be physical, metaphorical, or symbolic. Read more about sympathetic components.

Spell duration

The longer a spell lasts, the higher the magnitude of the spell.

Spell Magnitude

Through discussing the desired effect and duration of that effect, a final number is arrived at. The sorcerer must then complete a spellcasting challenge as many or more boons as this number.

Casting spells

There are two different ways for a Character or Creature to invoke magic:

  • Incantation
  • Ritual
Spellcasting Method Casting Time Effect Duration
Incantion 1 exchange 1 exchange
Ritual 1 turn 1 hour

Incantation

The sorcerer performs the spell for 1 exchange.

  • Double the performance time to increase the duration of the effect by one or reduce the strain cost by one.
  • Double the magnitude to lengthen the spell duration from seconds to minutes or from minutes to hours.

Ritual

The sorcerer performs the spell for 1 Expedition Turn.

  • Double the performance time to increase the duration of the effect by one or reduce the strain cost by one.
  • Double the magnitude to lengthen the spell duration from hours to days, from days to weeks, or from weeks to months.

Magic schools

There are three schools of magic:

Elementalism
Elemental magic spells; read more about Elemental magic.
Enchantment
Spells to bring creatures under sway; read more about Enchantment.
Mimicry
Spells to imitate creatures’ abilities and powers; read more about Mimicry.