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User:Askewnotion/FistFulla6/Magic

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Magic is a power possessed by few and understood by fewer.

Humanoids can only cast magic if they possess either a spell shard or spell sphere (see Traits.) These mystic marks allow the bearer to tap into eldrich powers that the spard or sphere relate to.

Shards are minor manifestations of spheres. Shards allow access to one spell while spheres allow access to five spells.

Casting

To cast a spell you roll your Magic stat + sphere skill + MP used in casting. Much like when using MP to modify normal skill checks, the amount of MP you can spend is limited to your Magic stat.

Spell Variables

Though all spells do something different, they all have basic components in common. These variables are explained here. If looking at a spell card for comparison, you can follow along left to right, top to bottom.

  • Name - This is the name of a spell. A raised (D) shows that the spell is dismissable as an 1AP action. A raised (P) shows that the spell can be made perminant via the Perminancy spell. Words in [brackets] represent spell descriptors.
  • Range - This is how close you must be to your target to affect them with the spell.
  • Touch - The target must be within 0-1 hexes/squares. This is modified by reach modifiers due to size.
  • Short - The target must be within 5 hexes/squares.
  • Medium - The target must be within 20 hexes/squares.
  • Long - The target must be within 100 hexes/squares.
  • LOS (Line of Sight) - You can affect the target as long as you can see part of them. This includes seeing the target through scrying and the like.
  • Special - See the spell for more information.
  • Duration - This is how long the spell last. Durations of instant means the spell happens immediately and often has no lingering effects. A duration of special has the exact effects listed under the spell. A duration of concentration meens that you must spend 1AP a round concentrating on the spell (this prevents the casting of spells unless you have the Quicken Spell Trait). Note that there are 20 rounds in a minute.
  • Casting Time - This is how long it takes to cast a spell.
  • Target - This is how many people are effected by a spell. For more information, see the augmentation section.
  • Save - This is the type of save needed to attempt to prevent the effects of a spell. A successful save negates the spell under most cases.
  • Mana - This is the base mana cost to cast the spell as written. Augmenting a spell increases this mana.
  • Description - This describes the effect that a spell has.
  • Special - These are special augmentations that can be made to spells. Some spells have more than one special augmentation that can be made. Each must be bought up seperately.
  • Successes - These are options that you use to spend your successes. If more than one option is available, each must be bought up individually and can be picked and chosen from.
  • Note - These are special rules that may affect the spell.

Augmentation

Spells, as presented, are considered base spells. At first glance, they are not very effective, though they can become very powerful through augmentation.

Every spell is augmentable in one way or another. If a spell has a raised (A) next to a variable, it can be augmented. The different types of augmentations and their cost are listed below;

Table: Range

You can modify the range of the spell up or down one column by spending 1MP.

Range Description
Touch The target must be within 0-1 hexes/squares. This is modified by reach modifiers due to size.
Short The target must be within 5 hexes/squares.
Medium The target must be within 20 hexes/squares.
Long The target must be within 100 hexes/squares.
LOS You can affect the target as long as you can see part of them. This includes seeing the target through scrying and the like.

Table: Duration

The duration table constitutes two things that can be augmented. The first is duration, the most common. The second is casting time. Durations are often bought up while casting time is bought down. The cost of increasing or decreasing your base level of duration by one level cost 1MP.

Base Level (from 1 round) Duration
0 1 round/FR
1 5 rounds
2 1 minute
3 10 minutes
4 1 hour
5 6 hours
6 1 day

Table: Target

This determine how far

Target MP/increase Description
Single 1 You can only target one person or one hex/square within the range of the spell.
Burst 2 per hex/square of radius The spell affects 1 hex/square around the target square per 2 MP spent. For example, spending 6MP will make a 3 hex/square radius burst around the target. Note that if you make a burst spell with a range of touch you will most likely be affected by the spell.
Line 3 per hex/square of width The entire length of the range is affected by the spell. For example, spending 6 MP on a spell with a range of medium will create a line of effect 20 hexes/squares long and 2 hexes/square wide. A hex/square is considered affected if more than half of the hex/square is in the line. You may affect the square you are in when you cast a spell in line.
Cone 1 per hex/square of cone A cone extend at a 90 degree angle if using squares and a 120 degree angle if using hexes. The spell must have a range of touch to be turned into a cone. The cone has an origin of anywhere you can reach with your touch. For example, spending 6 MP will create a cone that extends out 6 hexes/squares from the origin of the targeted square, for a total of 7 hexes/squares distance. You can make the hex/square you occupy be the origin of the cone.