Enroth Rules: Magic: Difference between revisions
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'''Area of Effect''': The area of effect discribes the total area affected by the spell. Some spells affect only the caster or the party, but most affect some area away from the caster. | '''Area of Effect''': The area of effect discribes the total area affected by the spell. Some spells affect only the caster or the party, but most affect some area away from the caster. | ||
'''Saving Throw''': This notes whether or not a saving throw is required for those affected by the spell. If a spell allows a saving throw, the results of that saving throw will be described in the description of the spell. | |||
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Revision as of 02:06, 6 September 2005
Magic
Magic is plentiful in Enroth. Skills in particular forms of magic are learned from Spell Guilds. There are nine schools of magic, including the four elements of sorcery (Air, Earth, Fire, and Water), the priestly magics (Body, Mind and Spirit), and powerful magics (Spells of Light, High Sorcery). Experts and Masters have the power to conjure greater spells of any magic. Any spellcaster can become an Expert or Master in any magic skill they know.
Air magic tends to be defensive and informational in nature, and include spells of accuracy and flight.
Earth magic is defensive and includes spells the protect, bind, and strengthen.
Fire magic is a good way to burn a bad guy, and also includes spells having to do with speed and pain.
Water magic is equally useful for defense and offense, and concentrates on spells that move or change things.
Spirit magic concentrates on spells of life and death. Live forever, bring back the dead, slow or accelerate aging.
Mind magic charms and confuses.
Body magic cures disease, dissolves poisons, and generally heals and enchants.
Spells of Light include some of the strongest spells in the land. Spells of Light cannot be chosen by beginning characters; it must be learned and mastered during your travels. Only Clerics can learn Spells of Light.
High Sorcery comprises some of the most powerful magic in Enroth. Spell of High Sorcery can have spectacular results, but generally carry a price. High Sorcery cannot be chosen by beginning characters; it must be coveted and invoked during your travels. Only Sorcerers can learn spells of High Sorcery.
Spells
Regaining SP: A spell caster can regain all SP by resting a full 8 hours. A percentage equal to the number of hours rested divided into 8 is multiplied by the amount of SP needed to reach full strength. (e.g. Merlin rests only 4 hours. This divided into 8 equals 50%. If Merlin needed 10 points to reach full, he would get back 5 points.)
Acquisition of spells
All spells, both Clerical and Wizardly, must be purchased one at a time in books. Once a book is studied it becomes blank, but it does not need to be memorized again. The spell is retained permanently and may be cast as often as the caster likes as long as the caster has enough SP. Two or more spellcasters cannot benefit from the same book. Books may be found in treasure or they may sometimes be purchased from Guilds. The higher level spells, the rarer the books. Spells of Light and High Sorcery are the most rare and may be found only in the most difficult dungeons or very hard to find Guilds.
Cumulative Effects of spells
All spells are cumulative with each other, so that spells with a duration can be cast one after the other without canceling other spells already in effect. The result of casting the same spell again while that spell is still in effect, merely restarts the duration of the spell.
Spell List Definitions
Spell Points: This is the amount of SP required to cast the spell. If the spell caster does not have the required SP, the spell will not work, however, any remaining SP will not be lost. Some spells, as the spell caster becomes more experienced, will decrease in SP.
Range: The range is the limit of where the spell can originate from. For example, if the range is 10 yards, the spell can originate at any point from the caster to 10 yards away in any direction the caster is facing. This point may not be out of sight or hidden behind some object.
Components: There are three requirements to casting spells.
- V for "Verbal" requires the spell caster to speak the words of the spell out loud. It can be spoken softly, but may not be whispered. Spells with a verbal component can't be cast if the spell caster is gagged. Spells without a verbal component are silent.
- S for "Somantic" requires the spell caster to do hand and/or body movements in order to cast the spell. These movements can be made smaller, but may not be abbreviated. Spells with a somantic component can't be cast if the spell caster is bound or held. Spells without a somantic component are motionless.
- M for "Material" requires some sort of extra material to cast the spell. This material may or may not be consumed by the casting of the spell. See the spell description for the required material. Spells with a material component can't be cast if the spell caster does not have the material on hand in his/her possession. Spells without a material component require no additional materials.
Duration: The duration is the total time the spell's effects last.
Casting Time: The casting time is the initiative modifier for the spell. If the spell takes 1 round to cast, the casting is finished at the end of the round and its effects take effect at the beginning of the next round.
Area of Effect: The area of effect discribes the total area affected by the spell. Some spells affect only the caster or the party, but most affect some area away from the caster.
Saving Throw: This notes whether or not a saving throw is required for those affected by the spell. If a spell allows a saving throw, the results of that saving throw will be described in the description of the spell.