Spells: Difference between revisions

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(Initial port of Evocation spells)
 
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== General Spell Rules ==
Spells are delivered with spell packets.  Full construction rules are available under Combat but they're small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  ''Before''.  Start your incant, finish your incant, and ''then'' throw your packet. Incants don't have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.
Spellcasting classes can learn spells in one of two ways:
# Find a scroll of the spell you'd like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.
Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.
== Evocation ==
== Evocation ==



Revision as of 02:45, 1 February 2024

General Spell Rules

Spells are delivered with spell packets. Full construction rules are available under Combat but they're small pieces of cloth wrapped around bird seed. Spells typically have incants, which are short phrases used to indicate which spell is being cast. Incants must be completed before the packet is thrown. Before. Before. Start your incant, finish your incant, and then throw your packet. Incants don't have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.


Spellcasting classes can learn spells in one of two ways:

  1. Find a scroll of the spell you'd like to learn, read it into memory, and have a marshal sign off on it. It should be updated on your character sheet the next event.
  2. If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.

Scrolls are not distinguished by class. Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.

Evocation

Level 1:

Detect Magic: This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location.

Disarm: This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon.

Featherfall: Featherfall counters all damage taken from the next fall the recipient suffers. It does nothing help with hazards at the landing point. Featherfall can be cast on others and Chain Spelled.

Light: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first.

Shielding: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself.

Level 2:

Might: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total.

Pin: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so. At the end of the count they will suffer 4 points of Body damage.

Shatter: This spell renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc).

<<placeholder because I've never seen Shackle used>>

Level 3:

:<<Placeholder for Detonate, also never seen used>>

Blade: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time.

Breathe Liquid: This spell allows the recipient to Breathe water <or other appropriate Liquid, if any> for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.

Elemental Shield: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”.

Repel: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.

Level 4:

Awaken: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.

Bind: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.

Define Magic: This spell, if used upon an item that has magical properties, will reveal to the caster all such properties in addition to how to use them and the item. This spell will not reveal if an item is cursed.

Knock: This spell will instantly open a sealed object; in the case of a door it will open it with the force of +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.

Shun: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.

Level 5:

Erupt: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.

Magic Shield: This spell will negate the next spell oreffect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”.

Refit: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.

Secure Door: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell's duration.

Silence: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect

Level 6:

Destroy: This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).

Sleep: This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect.

Stoneskin: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used.

Wall of Force: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.

Web: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.

Level 7:

Circle: This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle's size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.

Gaseous Form: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.

Push: This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.

Secret Box: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.

Wizard Lock: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. When this spell is cast the originator and one other character, chosen by the caster, that is present are considered invested in the lock and can open the door on a 3 counted action, lowering the effect until the door is shut again. If used in conjunction with the Chain Spell, one additional target can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the lock. This spell cannot be placed on a building that has the Grove effect on it.

Level 8:

Dispel Magic: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.

Drain: This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have Combat Slots then they will lose 4 levels of Combat Slots, if they have Spell Slots they will lose unused slots equaling 10 total spell levels, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.

Mind Guard: This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.

Rebuild: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.

Summon Weapon: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.

Level 9:

Evocation: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.

Implosion: This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.

Inspiration: This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, single expended Spell Slot or Combat Slot. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.

Prison: This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.