. . . and doing so sparingly.
I've been meditating (yeah, meditating) over the magic chapter for a couple of weeks now. The spells therein are for the most part, quite powerful, and broad in their application. With only 30 spells, BRP manages to distill a good majority of spells found in games like D&D into a few broad powers.
As a personal exercise, I am browsing the SRD, spell by spell, and looking to match their effects to an existing BRP spell. The trick however is making sure you understand the full extent of a BRP spell's power.
it's apparent that the game methodology behind 3.5 is different than BRP, in more than an obvious way. D&D is set up to solve problems with magic. Spells like Animal Messenger have incredibly long durations, granting characters the ability to simply dismiss challenges that are beneath their accumulated power.
In BRP however, problems are solved by characters actually going out and doing things. Magic helps a wizard in the same way weapons help a fighter, and a ruler helps an engineer. Magic is only a tool, not a mechanism to dismiss challenges in the game. Keeping this in mind, I found that many spells simply do not fit in BRP. These spells could be easily added, but I am ignoring them.
I treated the BRP spells as a baseline for new spells: Short durations, broad in scope, and amoral.
Breaking out the SRD, I went over the 30 "A" Spells presented in 3.5. Most of these spells already receive a good treatment with BRP's Change, Enhance, Control, Perception, Vision, and Wall.
There were about 7 spells that didn't really fit any of BRP's magic, and might make good candidates for new spells. These are:
Acid (Acid Arrow, Acid Splash, but not Acid Fog)
Animate (A. Dead, Objects, Plants, Rope, and Awaken)
Augury (Augury)
Boost (Aid)
Fear (Antipathy)
Projection (Astral Projection)
Warn (Alarm)
The following spells were ignored: Arcane Mark, Align Weapon, Atonement.
Arcane Mark has such a low level effect, that it might be a non-spell for someone with high enough POW, while the other two spells deal with character morality.
Seven spells might seem like a lot, but I think that those seven, if properly written will be very applicable to a good majority of the spells found in the rest of the SRD.
Anyway, I started this after being inspired by MurfinMS. His monster write ups are a welcome addition to BRP's bestiary, and it's super nice that he shares his work with all of us. I want to try and do the same, but with Magic, so if no one minds, I'll be writing up a few spells, and posting my work.
For now, here are my thoughts on the Animate spell.
Animate
Range: 30 meters
Duration: 15 minutes
Power Point Cost Per Level: 1
This spell allows a character to animate a single non-sentient object or plant. Each level animates up to 3 SIZ points, or gifts the object with 1 INT point. If the target of the spell is in the possession of a sentient being, the caster must overcome the target's POW on a successful resistance roll.
An animated object can be willed to perform a task, such as move or strike at a nearby creature, with a base chance to hit equal to the caster's DEX x3%, and doing 1D6 +db damage with a successful hit. An object has a STR equal to its SIZ. Non-intelligent objects will perform the task once, and then stand idle until commanded again.
If the object is granted INT, the caster may give it a single sentence instruction for every point of INT granted by the spell. Animated creatures have 10 HP for every 3 SIZ points.
If desired, the gamemaster can substitute the objects hitpoints with more realistic values derived from its composition.



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