Powers & Trappings
Trappings are quite flexible on Morus; they can completely change the way a power works. Although you always have to run them by the GM, it's entirely reasonable to make a trapping for Bolt that polymorphs enemies instead of killing them, or a Boost Trait power that only works on Strength but always works as if cast with a raise.
In general, we use the limitations and modifiers in the core rulebook as a guideline for creating balanced trappings. As a side effect, this means that many modifiers aren't available to use "on the fly" any more. An "acid arrow" trapping might use the Lingering modifier, for example, but you couldn't add Lingering to a "magic missile" as you cast it.
Again, this is ultimately up to the GM and players to work out. As a rule of thumb, the modifiers listed under the description of a power (i.e. Additional Recipients or Damage) work normally. The "common" modifiers on page 152 will usually be part of a trapping, with the exception of very generic modifiers like Range.
Zadmar's Savage Spellbook is recommended for inspiration and examples of how trappings can be creatively applied.
Example: Speak With Dead
This trapping for the Speak Language power transforms it into a necromantic spell that can enable communication with the dead; the duration is reduced to 1 minute, but it can still be maintained as usual. The Rank of the spellcaster is important, as only powerful magic-users can commune with long-dead creatures.
|Rank||Maximum Time Since Death|
If the dead creature is unwilling to be conjured, they can make a Spirit roll opposed by the caster's Spellcasting skill to resist the summons. Otherwise, they must appear and remain for as long as the caster maintains the spell. If the spirit wins, however, they refuse to appear and cannot be summoned by that caster again. If in doubt, assume any spirit older than three days will resist summoning.If the spell is cast with a raise, the caster can attempt to compel the subject to answer questions. For each question asked, the caster must make a Spellcasting roll opposed by the subject's Spirit. If they succeed, the spirit must truthfully answer. If they fail, the spirit may refuse and cannot be compelled to answer any further questions - though the conjuration can still be maintained for as long as the caster wishes.