A number of the characters in Bullets and Belles are spellslingers. This means that these characters are able to summon and control various magical spell effects. These individuals are able to participate in rituals and study spells that they discover in game.
Only individuals with the Spell Slingin’ skill may turn spell and ritual components into powerful displays of magic. Characters will begin the game with some spells already prepared, but they will have the ability to prepare additional spells and rituals as the game progresses.
Before spells can be slung, they need to be prepared. To prepare a spell, you will need to know the appropriate veve, have the correct page in an ancient spell book, or a trusted recipe card from under your kitchen cupboard. All of these various sources are summarized on ritual and spell Scrolls.
Each Scroll has four distinct section. The very top box on the scroll states the name of the spell, ritual, or talisman being empowered. The second row of boxes details the number of required parts, spell slingin’ level, and magical subtype needed to understand and successfully complete the scroll. The scroll also details names of specific components that will be necessary to complete the spell. The effect bubble states the result of a successful completion of the scroll.
To complete a scroll, you will need components. All of the components have a name in the center of them. Some scrolls require specific components in order to complete them. Pay attention to your scrolls. Your scroll will also tell you how many components are needed in order to complete the scroll. The components card is divided into four sections. A section may be blank or a section might have one of four spell energy symbols (earth, fire, air, water) in it.
The actual preparation of the scroll is not difficult, but it can be tricky and time consuming. It is also up to the spell slinger, to explain how candle wax and a jar of toenails turn into magical damage. When you believe you have successfully prepared your scroll, verify it with a GM.
The Rules of Preparation Are:
- Spell energy attaches to other spell energy of the same type. (Symbol A must be connected to another Symbol A)
- All open spell energy needs to be matched. (You cannot leave any symbol quadrants unattached)
- You may use extra components to complete a spell.
- You may turn the component in any direction you need to; the orientation of the name does not matter.
Assembly Example 1
This assembly would fail because:
- There is a connector with an open connection.
- The symbols of the connectors do not match.
Assembly Example 2
This assembly would succeed because:
- All connections have been closed.
- All connectors are matched appropriately.
A Special Note from the Head GM:
If you enjoy this mechanic, please stop by The Game Crafter and pick up a copy of Mike Young’s, Igor. His game was a direct inspiration for handling invention and mad science in both this game and in one of my shorter games- An Evening Aboard the MS Eden.