Spell Fatigue in HârnMaster

First Appearance: Hârnline on Duffle Board 1989-04-07
Written By: N.Robin Crossby
Copyright 1989, N.Robin Crossby

NOTE: This is a discussion paper (trial balloon) on the subject of fatigue in Shek-Pvar magic in Hârnmaster. Its principal purpose is to elicit a response from Users of Hârnline on DB.


The Hârnmaster Spell system stresses individual development of spells through original research by characters. This is a major strength, but there have been several queries on how R&D is done. Hârnmaster does not, it would seem, provide the GM with guidelines sufficient for him to oversee the process of new spell development.

Ideally, there would be a formula, or set of formulae, that would enable the GM to quickly and easily analyze any spell presented to him by his characters. Unfortunately, there have never been such formulae, firstly because magic does not lend itself to straightforward analysis, and secondly because the criteria for new spells in large part defines the fundamental nature of the environment and I wanted to leave that pretty much to individual GMs. Unfortunately, the Hârnmaster Spell R&D system seems to be causing difficulty for GMs, and this is a far more important consideration.

There is no such thing as a finished product. A game or game system is designed and redesigned continuously. At some point its rules are frozen and it is published, but it is never complete. The major limitations in the Hârnmaster system were space we produced one of the most succinct systems ever published, but we had to make sacrifices and, since none of our playtesters raised doubts about Magic R&D, we did not provide as many guidelines as many of you might have liked. Considering the process of review, testing, revision and adjustment that material has to go through before it is published, it is perhaps surprising that anyone can understand any of it.

Hârnline on Duffle Board strikes me as an excellent opportunity for me to put up trial balloons. Thus far the users have asked a lot of difficult questions, and I can, I hope, bounce ideas off you... This is a trial balloon on the subject of Spell Fatigue. Please respond.

Spell Fatigue

Spells use widely differing amounts of energy. Since most of this energy is drawn from the "fabric of Kelestia" itself, the fatigue accumulated (read energy expended) by the spellcaster is not powering the spell. The caster expends fatigue (his small force) to control the (potentially) larger force(s) that actually power the spell. There are, of course, exceptions -- some spells would have sufficiently low energy that they could be powered directly by the caster, but this does not necessarily mean that they would be.

It is clearly possible to separate the complexity of a spell from the amount of energy it involves. A fireball does not seem like a complex spell, but the amount of energy it involves is fairly large. On the other hand, the insinuation of one's mind into that of another is a complex challenge, but would seem to involve little in the way of raw energy.

On this basis, one might conclude that the amount of fatigue associated with a spell has nothing to do with the spell's complexity, but since the fatigue is primarily mental/spiritual, more complex spells are going to produce more stress and, therefore, more fatigue.

Expertise, as reflected by a higher Mastery Level and Skill Index will, of course, reduce the amount of fatigue expended by the caster.

Amounts of Fatigue

My original fatigue assessments for Hârnmaster were a lot higher, so high in fact that a sorcerer would have to rest for a considerable period after casting one newly-learned spell. This seemed a bit radical to some of our playtesters who wanted their sorcerers to have a somewhat easier time casting successive spells, so we reduced the spell fatigue, and in the process lost the formula because it would not work at the lower fatigue levels.

NOTE: In checking out the published material for this little essay, I noticed that one spell (L4 Wind of Sharis) had an anomalous FP assessment...

Higher fatigue levels work well for sorcerers with more expertise or energy artifacts, but do make life harder for the novice.

For those of you who want to try it out, you can calculate fatigue according to the following formula, where FP is Fatigue Points; SI is the casters Skill Index for the spell; and FM is the spell's Fatigue Multiple:

FP = (15-SI)*FM

NOTE: Those of you who want to be more generous to novice sorcerers may reduce the integer in the expression from 15 to 14, 13 or 12, but if reduced below 13, results of zero may be encountered at SI12 (if you have anyone who can get to SI12).
NOTE: Most Hârnmaster Level I spells are listed as having Fatigue of (12-SI) this would place the integer in the expression at 12 and set the FM to 1.00.

Fatigue Multiples

What fatigue multiples? You may ask. Hârnmaster does not assign FMs. Well, in general, FM may be assigned to spells according to complexity level. For each Level, a range of FMs is given:

 --------------------------------------
  Level   FM Range   Level   FM Range
 --------------------------------------
  I	  0.5 - 1.5  VII     3.5 - 4.5
  II      1.0 - 2.0  VIII    4.0 - 5.0
  III     1.5 - 2.5  IX      4.5 - 5.5
  IV      2.0 - 3.0  X       5.0 - 6.0
  V       2.5 - 3.5  XI      5.5 - 6.5
  VI      3.0 - 4.0  XII     6.0 - 7.0
 --------------------------------------
For example, a Complexity Level I spell would have a Fatigue Multiple of 0.5, 1.0 or 1.5 and a Level X spell would have a FM of 5.0, 5.5 or 6.0.

Analysis of Formula

The following table shows the Fatigue assessment for All Fatigue Multiples and Skill/Spell Indices up to 12. Look it over and let me know what you think.

-----------------------------------------------------------------
  FM SI>   0   1   2   3   4   5   6   7   8   9  10  11  12
-----------------------------------------------------------------
  0.5      8   7   7   6   6   5   5   4   4   3   3   2   2
  1.0     15  14  13  12  11  10   9   8   7   6   5   4   3
  1.5     23  21  20  18  17  15  14  12  11   9   8   6   5
  2.0     30  28  26  24  22  20  18  16  14  12  10   8   6
  2.5     38  35  33  30  28  25  23  20  18  15  13  10   8
  3.0     45  42  39  36  33  30  27  24  21  18  15  12   9
  3.5     53  49  46  42  39  35  32  28  25  21  18  14  11
  4.0     60  56  52  48  44  40  36  32  28  24  20  16  12
  4.5     68  63  59  54  50  45  41  36  32  27  23  18  14
  5.0     75  70  65  60  55  50  45  40  35  30  25  20  15
  5.5     83  77  72  66  61  55  50  44  39  33  28  22  17
  6.0     90  84  78  72  66  60  54  48  42  36  30  24  18
  6.5     98  91  85  78  72  65  59  52  46  39  33  26  20
  7.0    105  98  91  84  77  70  63  56  49  42  35  28  21
  7.5    113 105  98  90  83  75  68  60  53  45  38  30  23
  8.0    120 112 104  96  88  80  72  64  56  48  40  32  24
  8.5    128 119 111 102  94  85  77  68  60  51  43  34  26
  9.0    135 126 117 108  99  90  81  72  63  54  45  36  27
  9.5    143 133 124 114 105  95  86  76  67  57  48  38  29
 10.0    150 140 130 120 110 100  90  80  70  60  50  40  30
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Postscript

I will eventually publish a module on the Shek-Pvar, and I am considering the following revisions to the spells system:

  1. Reassigning Level for some spells.
  2. The new fatigue system.
  3. Expanded R&D rules.
  4. A whole lot of new spells.
  5. More detail on primal forces.
Let me know what (if anything) you would like to see...