The Bridge Hack: Day 4b

There are no predefined spells, but there are four verbs and five nouns to broadly describe the intended spell effect. The player describes the effect of the spell and the GM sets a number of successes required to cast the spell.

As stated in the previous post, the player draws a card when attempting to do something that has a chance of failure. For casting a spell, it is no different. Draw four cards and lay them down face up. Count all cards that are less than the character's INT score. If there are as many or more successes required by the GM, the spell works. If not, the spell fails.

Now count the number of cards that match the suit of the character's INT attribute. Take that number of random cards from the discard pile and put them at the bottom of the draw pile.

Example please!

Gurt the Great has an INT attribute of 9 Clubs.

Gurt wish to detect the presence of magic within a Far-Away range. (About 100 yards)

This is a Sense Magic type of spell. (Sense one of the four verbs, Magic is one of the five nouns.)

Normally a Sense spell only requires one success, but due to the Far-Away range of effect, the GM rules that Gurt requires two successess.

The player draws four cards. The results are: 3 Hearts, Jack of Clubs, 9 of Diamonds, 7 Clubs.

There are two successes (3 Hearts and 7 Clubs) so the spell works!
There are two cards that match the suit of the INT Attribute (Jack of Clubs, 7 Clubs), so the player shuffles the discard pile and takes two cards and places them at the bottom of the draw pile.

After the 14 day challenge, I want to do more with this so that it is more than a rewrite of Fudge Four by Five Magic.