Use the rules for Augmenting (pp 79-80). Take the Auto Augment (1/10th Spell's Ability rating), or roll for it. Basically, any time you think a spell/other magical ability gives a bonus to another ability, it's an Augment.
Of course, you could also allow the spell to give a stand-alone ability of
"Run Fast" (or whatever) if the user doesn't happen to have a quickness
related ability to augment. I might say:
Resistance =14 for a "Run Fast" Spell. Higher resistance or a penalty to the
ability if it's not that specific. A generic "Speed" spell that you use to
speed up reflexes in a fight, then to boost your running speed, then your
reading speed, etc. would get a hefty penalty/resistance.
Then check your level of victory:
Complete Victory = Use Spell Ability Rating as your "Run Fast" rating
Major Victory = 50% Spell rating as "Run Fast"
Minor Victory = 10% Spell rating as "Run Fast"
Marginal Victory = Run Fast 1
You'll probably want to keep a Hero Point handy to get at least a Major
Victory...
(you'll note that this is basically the Contest Consequences table, with
Victory instead of Defeat).
RR
It is by my order and for the good of the state that the bearer of this has
done what he has done.
- Richelieu
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