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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.

Spheres and Shards

Listed below are spheres, with the five individual shards listed under each sphere. Take note that some shards are repeated in different spheres.

  • Fire
  • Flame Strike – Offensive fire spell
  • Summon Fire Elemental – Summons being of fire
  • Flame Shield – Fire resistance and damages those in close melee
  • Light – Create light to see and blind opponents
  • Wall of Fire – Create dangerous pillars of fire
  • Air
  • Lightning Burst – Offensive lightning spell
  • Summon Air Elemental – Summons beings of air
  • Lightning Shield – Lightning resistance and damages those in close melee
  • Endless Breath – Target can breathe without air
  • Wall of Air – Wall that deflects ranged attacks and blows away gasses
  • Water
  • Cold Snap – Offensive cold spell
  • Summon Water Elemental – Summons being of water
  • Ice Shield – Cold resistance and damages those in close melee
  • Create Water – Creates drinkable water and puts out fires
  • Wall of Ice – Wall that is very hard to climb
  • Earth
  • Acid Splash – Offensive acid spell
  • Summon Earth Elemental – Summons being of earth
  • Acid Shield – Acid resistance and damages those in close melee
  • Earthen Skin – Grants a natural armor bonus and makes ethereal creatures easier to hit
  • Wall of Stone – Wall that is very hard to break through
  • Life
  • Smite – Offensive holy spell
  • Heal – Recovers HP and ability damage and damages undead
  • Resurrection – Bring the fallen back to life
  • Detoxify – Helps removes poison and disease
  • Detect Life – Detects living creatures within a cone and their general condition
  • Death
  • Smite – Offensive unholy spell
  • Create Undead – Brings dead back to existence as undead
  • Rebuke Undead – Either control or turn undead
  • Detect Undead – Detects undead creatures within a cone
  • Commune with Dead – Speak with the dead
  • Prestidigitation
  • Detect Magic – Detects magic and it’s properties within a cone
  • Light - Create light to see and blind opponents
  • Far Touch – Allows fine manipulation over a distance
  • Suggestion – Implant a suggestion that the target is willed to obey
  • Invisibility – Makes the target invisible
  • Celerity
  • Modify Dexterity – Raise or lower targets Dexterity
  • Modify Movement – Raise or lower targets Movement
  • Modify Reflexes – Raise or lower targets Reflexes
  • Haste – Increase targets Reflexes, Movement, and AP
  • Slow – Reduce targets Reflexes, Movement, and AP
  • Mentalist
  • Lore – Reroll a lore check with a bonus
  • Modify Intelligence – Raise or lower targets Intelligence
  • Modify Willpower – Raise or lower targets Willpower
  • Read Thoughts – Read the thoughts of a subject
  • Iron Will – Gain bonuses to Mental Saves
  • Fortitude
  • Modify Body – Raise or lower targets Body
  • Modify Constitution – Raise or lower targets Constitution
  • Modify Strength – Raise or lower targets Strength
  • Detoxify – Helps remove poison and disease
  • Fortify – Gain bonuses on Build Saves
  • Transportation
  • Summon Mount – Summons a beast to give transport
  • Modify Movement – Raise or lower targets movement
  • Fly – Gain the ability to fly by thought
  • Teleport – Instants travel a distance
  • Swim – Gain the ability to swim with great ease
  • Wild
  • Summon Animal – Summon normal or dire animal
  • Commune with Nature – Can speak with animals and plants
  • Charm Animal – Animal treats you with trust and as a friend
  • Entangle – Cause the ground to erupt and pin those done in the area
  • Earthen Skin – Grants a natural armor bonus and makes ethereal creatures easier to hit
  • Dominance
  • Charm Animal – Animal treats you with trust and as a friend
  • Charm Humanoid – Humanoid treats you with trust and as a friend
  • Suggestion - Implant a suggestion that the target is willed to obey
  • Possession – You conscious leaves your body and takes hold of another’s body
  • Enthrall – Cause a group to have their attention drawn to you
  • Summoning
  • Chooses any 5 spells with the [summon] subtype
  • Ether
  • Ether Bolt – Offensive spell made of pure magic
  • Ether Sight – View into the Ethereal Plane and affects the plane physically
  • Gate – Opens a gate to the Ethereal Plane or an adjoining plane
  • Ethereal Anchor – Prevents target from leaving the plane it is currently on
  • Dismissal – Send the target back to it’s home plane or dispels summoned creatures
  • Protection
  • Armor – Create magical armor from nothingness
  • Resist Elements – Gives protection from fire, acid, electricity, cold, holy, or unholy damage
  • Aversion – Target must make a Mental Save to attack the caster
  • Lifelink – Target and the caster share damage
  • Circle of Protection – Prevents magic and physical attacks from penetrating the sphere
  • Illusion
  • Invisibility – Makes the target invisible
  • Glamour – Creates an illusion that affects the senses
  • Disguise – Changes the appearance of the target
  • Misinformation – You decide what those scrying on your location see
  • Pierce Illusion – Dispels effects with the [illusion] descriptor
  • Forger
  • Cold Forge – Shape metal with your mind
  • Warp Wood – Shape wood with your mind
  • Summon Material – Summons non-living substance from nothingness
  • Permanency – Makes spells permanent and is used in magical item creation
  • Craftsmanship – Give the character bonuses on all craft checks
  • Transmutation
  • Cold Forge – Shape metal with your mind
  • Warp Wood – Shape wood with your mind
  • Polymorph – Change targets form to that of another creature
  • Disguise – Changes the appearance of the target
  • Tailor – Changes a garment to look how the caster wills
  • Enchantment
  • Imbue Weapon – Makes weapon keener
  • Imbue Armor – Increases the protection of armor
  • Imbue Item – Item gives bonuses to saving throws
  • Permanency - Makes spells permanent and is used in magical item creation
  • Recharge – Puts MP into other creature or into a magic device that runs on a MP reservoir
  • Force
  • Wall of Force – Create a clear wall that is very hard to break through and hard to climb
  • Concussion Wave – Deals magical blunt damage that has a chance of knocking the target prone
  • Telekinesis – Create a strong unseen force to fling objects
  • Animate Object – Animate an inanimate object into a construct
  • Far Touch – Allows fine manipulation over a distance
  • Walls
  • Choose any 5 spells with the [wall] descriptor
  • Warrior
  • Summon Armaments – Summons a personally glyphed item
  • Summon Mount – Summons a beast to give transport
  • Imbue Weapon – Makes weapon keener
  • Imbue Armor – Increases the protection of armor
  • Combat Prowess – Increases combat ability of the subject
  • Hearth
  • Circle of Protection – Prevents magic and physical attacks from penetrating the sphere
  • Create Food – Creates food of varying quality
  • Create Water – Creates drinkable water and puts out fires
  • Rest – Makes creates recover better while sleeping and puts non-willing creatures to sleep
  • Detoxify – Helps removes poison and disease
  • Diplomacy
  • Modify Charisma – Raise or lower targets Charisma
  • Tongues – Allows the ability to speak more languages
  • Decipher Script – Allows the ability to read more languages
  • Enthrall - Cause a group to have their attention drawn to you
  • Emote – Cause a group to feel a magnified emotion of your choice
  • Divination
  • Scry – Observe a target with a magical eye
  • Read Thoughts – Read the thoughts of a subject
  • Mindlink – Lets targets talk telepathically
  • Augury – Determine if an action will be good or not
  • Read Object – Find out properties of an object and its pervious owner
  • Mysticism
  • Dispel Magic – Dispel temporary magic and surpress permanent magic
  • Detect Magic – Detects magic and it’s properties within a cone
  • Mana Burn – Offensive spell that deals HP and MP damage
  • Mana Bleed – Spell drains MP from the target
  • Magic Resistance – Grants bonuses to save against magical affects