Sunday, February 17, 2013

Spell-Magic: The Rules

"Please, call us Thieves. We take what we want. When we want it. And in a manner that is most pleasing to us. To us, it is a term of Honor and must be Earned."
-Shihab the Beggar, Renowned Burglar of the Southerly Nein Thieves Guild

In the previous post on Magic and Magic-users I detailed the basic foundation of a Magic-user's abilities, the Tuning. All Magic-users utilize Spells in concert with their Tuning to create magnificent effects. A Magic-user Memorizes his Spells out of a Spellbook. Each Spell is unique in this manner and is only capable of being Memorized in a single instance by a single Magic-user. As a result, a Magic-user wishing to Memorize multiple copies of the same Spell, must have multiple copies of this Spell in his Spellbook.

The Casting of Spells is called Incanting. Each Spell has a Partial and Full Incantation. The Partial Incantation is a less powerful version of the Spell, but Casting a Spell in this manner does not purge it from the Magic-user's Memory. The Full Incantation is the full expression of the Spell which, when Incanted, erases the Spell from the Memory of the Magic-user.

The Action Point used to Cast the Partial Incantation of a Spell is moved into a Magic-user's Short Reserve. This Action Point is then returned to the Magic-user's total following a full night's Rest (along with adequate nourishment). The Action Point used to Cast the Full Incantation of a Spell is Burned off. A Burned Action Point is only ever returned following the longer Upkeep period -- the month-long period between major excursions of adventures.

A newly minted Magic-user begins play with about four Spells in his or her Spellbook. This may be modified by the Magic-user's Background (which is randomly determined, similar to the Background generated by Race selection). See below for brief descriptions of some of the basic Spells available to Pyromancers and Projectioneers.

Pyromancy

Fireball: The Pyromancer generates a large ball of flame in his hand which he then tosses at his foes. This Spell hits reliably across multiple opponents.

Flame Dart: The Pyromancer produces a shiv made of fire that he directs into the target with great accuracy. Useful against single targets.

Application of Fire: A martial application of the Manifestation of Flame. Produces fire upon the Pyromancer's own weaponry or the weaponry of an ally, causing increased damage with the weaponry so enhanced.

Smoke: The Pyromancer quickly Manifests a flame upon any surface that immediately extinguishes itself into deep clouds of black smoke. The Partial Incantation is useful to hide oneself and allies against attacks. The Full Incantation creates a much deeper cloud that can inhibit and even hurt enemies.

Projectionism

Magic Missile: The Projectioneer propels a bolt of his Mind Form into the opponents. Reliable against one opponent. The Full Incantation produces multiple bolts.

Titan's Grasp: The Projectioneer generates a much more powerful and larger version of the Mage Hand that can be used to pin as well as crush an opponent.

Shield: The Projectioneer can create a wall of force with his Mind Form to absorb the attacks of his opponents. This wall of force can be produced upon the Magic-user's allies, too.

Arcane Knife: The Projectioneer generates a knife made of his Mind Form that he quickly drives into an opponent within melee or throws at an opponent at a distance. Is especially deadly if the opponent is being flanked or unawares.

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