Enroth Rules: Magic: Difference between revisions

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==Wizard Eye==
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.


'''Spell Points:''' 1<br/>
'''Air''' magic tends to be defensive and informational in nature, and include spells of accuracy and flight.
'''Range:''' 0<br/>
'''Components:''' V, S<br/>
'''Duration:''' 1 hour/Air Magic skill lvl<br/>
'''Casting Time:''' 1<br/>
'''Area of Effect:''' Outdoors: 5 mile radius, Indoors: 100 yd radius<br/>
'''Saving Throw:''' N/A


This spell reveals the locations of monsters and PC/NPC&rsquo;s within the radius of the spell. It does NOT tell what kind of monsters or people, just numbers and location. It also reveals undead and freshly killed corpses. Opponents appear in red, civilians and non-combatants appear in green, and corpses appear in yellow. Expertise in Air Magic will also reveal treasure, both laying around and in hidden locations. Treasure comes up in blue. Upon reaching Mastery the spell will further reveal &ldquo;points of interest&rdquo;.
'''Earth''' magic is defensive and includes spells that protect, bind, and strengthen.


==Static Charge==
'''Fire''' magic is a good way to burn a bad guy, and also includes spells having to do with speed and pain.


'''Spell Points:''' 2<br/>
'''Water''' magic is equally useful for defense and offense, and concentrates on spells that move or change things.
'''Range:''' 10 ft + 2 ft/Air Magic skill lvl<br/>
'''Components:''' V, S<br/>
'''Duration:''' Instantaneous<br/>
'''Casting Time:''' 4 <br/>
'''Area of Effect:''' 1 creature<br/>
'''Saving Throw:''' None


This spell creates a spark of electricity to jump from the caster&rsquo;s hands to a target creature within the range of this spell. The spell automatically hits and does 1d6-1 (min 1) hp of dmg. The spell causes no damage to creatures immune to normal or magical electricity. Expertise in Air Magic will reduce the cost of the spell to 1 Spell Point and lower the Casting Time to 2. Upon reaching Mastery there is no cost for casting the spell and the Casting Time reduces to 1.
'''Spirit''' magic concentrates on spells of life and death. Live forever, bring back the dead, slow or accelerate aging.


==Protection from Electricity==
'''Mind''' magic charms and confuses.


'''Spell Points:''' 3<br/>
'''Body''' magic cures disease, dissolves poisons, and generally heals and enchants.
'''Range:''' 10 ft radius<br/>
'''Components:''' V, S<br/>
'''Duration:''' 1 hour/Air Magic skill level<br/>
'''Casting Time:''' 4<br/>
'''Area of Effect:''' Entire party<br/>
'''Saving Throw:''' None


This spell affects all party members and increases their ability to resist electricity. The bonus received is a percentage equal to the caster&rsquo;s Air Magic skill level times two subtracted from any damage received. Expertise in Air Magic will increase the percentage protected to level times three. At Mastery the percentage is level times four. A percentage greater than or equal to 100% does NOT mean the PC is immune to electricity, since some monster&rsquo;s power lowers the protection of the spell.
'''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.


==Sparks==
'''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.


'''Spell Points:''' 4<br/>
===Spell Points===
'''Range:''' From the caster<br/>
'''Components:''' V, S<br/>
'''Duration:''' 1 round<br/>
'''Casting Time:''' 6<br/>
'''Area of Effect:''' Until a target is struck or the duration is over.<br/>
'''Saving Throw:''' Yes/special


This spell creates 3 small balls of lightning that bounce around until they hit something or dissipate. The balls emanate from the direction the caster is facing in an 90 degree arc (One to the diagonal left, one straight, and one diagonal right). The speed at which they move will allow the balls to travel up to 40 feet. The balls travel in a random direction but never back towards the caster unless the caster moves. Use the grenade bouncing table to coordinate movement. The balls can hit fellow party members. When a ball comes within 1 foot of a target it will explode for 2 + 1/Air Magic skill lvl electricity damage. A saving throw can be made for EACH ball that comes too close. A successful save means it continues on. If the spark strikes a target the only protection is from a Protection from Electricity Spell. Expertise in Air Magic will allow the caster to create 5 balls and reduce the Casting Time to 4. Mastery will allow the caster to create 7 balls and further reduce the Casting Time to 3.
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.)


==Feather Fall==
===Acquisition of spells===


'''Spell Points:''' 5<br/>
All spells 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 the level of 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.
'''Range:''' 10 feet<br/>
'''Components:''' V, S<br/>
'''Duration:''' Special<br/>
'''Casting Time:''' 1<br/>
'''Area of Effect:''' Entire party<br/>
'''Saving Throw:''' None


This spell slows the speed of a fall such that the party receives no damage upon landing. The spell lasts 5 rounds/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the duration is 1 turn/Air Magic skill level of the caster. When the caster reaches Mastery, the duration is 1 hour/Air Magic skill level of the caster.
===Cumulative Effects of spells===


==Shield==
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 Points:''' 8<br/>
===Spell List Definitions===
'''Range:''' 10 feet<br/>
'''Components:''' V, S<br/>
'''Duration:''' Special<br/>
'''Casting Time:''' 5<br/>
'''Area of Effect:''' One target or entire party<br/>
'''Saving Throw:''' None


This spell slows all missile attacks and cuts their potential damage to half. This spell does NOT protect against melee attacks or spells. The spell reduces the damage of the missile only if the missile strikes one of the protected party members. The duration of the spell is 1 hour + 5 rounds/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the spell affects the entire party. Upon reaching Mastery the spell&rsquo;s duration increases to 1 hour + 15 rounds/Air Magic skill level of the caster.
'''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.


==Lightning Bolt==
'''Range''':  The range is the limit of where the spell can originate from or the distance from the caster the spell will travel.  See each specific spell for clarification.  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.  The spell's range may increase as the spell caster's skill improves.


'''Spell Points:''' 10<br/>
'''Components''': There are three requirements to casting spells.
'''Range:''' 40 yds + 10 yds/Air Magic skill level of the caster<br/>
'''Components:''' V, S<br/>
'''Duration:''' Instantaneous<br/>
'''Casting Time:''' 7<br/>
'''Area of Effect:''' One target<br/>
'''Saving Throw:''' &frac12;


This spell causes a lightning bolt to shoot from the caster&rsquo;s hands to a single target. It always strikes and does 1d8 hp dmg/Air Magic skill level of the caster. A successful saving throw reduces the damage by half. Expertise in Air Magic reduces the Casting Time to 5, and Mastery further reduces the Casting Time to 3.
*'''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.


==Jump==
*'''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.


'''Spell Points:''' 15<br/>
*'''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.
'''Range:''' 0<br/>
'''Components:''' V, S<br/>
'''Duration:''' Instantaneous<br/>
'''Casting Time:''' 10<br/>
'''Area of Effect:''' 10 foot radius<br/>
'''Saving Throw:''' None


This spell launches everyone in the area of effect at a 45 degree angle in the direction the caster is facing. The spell will not cause the caster or any friendly party members any harm from striking a ceiling too quickly or flying back to the ground, although others may be hurt, use falling rules for damage. The jump is 60 feet long and at its apex is 30 feet high. Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.
'''Duration''':  The duration is the total time the spell's effects last. The duration may increase as the spell caster skill improves.


==Implosion==
'''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.  The casting time may decrease as the spell caster's skill improves.


'''Spell Points:''' 20<br/>
'''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.  The area of effect may increase as the spell caster's skill improves.
'''Range:''' 50 yds + 10 yds/Air Magic skill level of caster<br/>
'''Components:''' V, S<br/>
'''Duration:''' Instantaneous<br/>
'''Casting Time:''' 10<br/>
'''Area of Effect:''' One target<br/>
'''Saving Throw:''' &frac12;


This spell destroys all the air around the target. This creates a thunderclap as a tremendous rush of air fills the gap. This causes 10 hp dmg + 1d10 hp dmg/Air Magic skill level of the caster. A successful saving throw reduces the damage by half. Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.
'''Luck roll''': This notes whether or not a Luck roll is required for those affected by the spell. If a spell allows a Luck roll, the results of that Luck roll will be described in the description of the spell.
 
==Fly==
 
'''Spell Points:''' 25<br/>
'''Range:''' 10 feet<br/>
'''Components:''' V, S<br/>
'''Duration:''' Special<br/>
'''Casting Time:''' 8<br/>
'''Area of Effect:''' Entire party<br/>
'''Saving Throw:''' None
 
This spell only works outdoors and gives the entire party the power of flight at a movement rate of 24&rdquo;(B). For every five rounds of flight the caster is drained an additional 1 SP (like the 3rd level spell Water Walk). The duration of this spell is 5 rounds/Air Magic skill level of the caster. Expertise in Air Magic will increase the duration of the spell to 1 turn/Air Magic skill level of the caster. Mastery will further increase the duration of the spell to 1 hour/Air Magic skill level of the caster. The spell will suddenly end, so the caster should note the time remaining before attempting a long or high flight.
 
==Starburst==
 
'''Spell Points:''' 30<br/>
'''Range:''' 70 yds + 10 yds/Air Magic skill level of caster<br/>
'''Components:''' V, S<br/>
'''Duration:''' Instantaneous<br/>
'''Casting Time:''' 1 round<br/>
'''Area of Effect:''' 20 foot radius<br/>
'''Saving Throw:''' &frac12;
 
The most powerful air spell, this spell only works outdoors and summons 8 stars from the heavens down upon the target and a 20 foot radius around it. Each star does 20 hp dmg + 1 hp dmg/Air Magic skill level of the caster. Targets within the area of effect will be struck by 1d6 stars. When the caster reaches Expertise in Air Magic, the number of summoned stars increase to 12, targets in the area will be struck by 1d8+1 stars, and the Casting time is reduced to 10. Mastery will further increase the number of stars 16, targets in the area will be struck by 1d12 stars, and the Casting Time is further reduced to 7. A successful saving throw reduces the damage by half.


[[Category:Enroth]]
[[Category:Enroth]]
[[Category:Spell]]

Latest revision as of 00:30, 9 February 2011

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 that 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.

Spell Points

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 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 the level of 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 or the distance from the caster the spell will travel. See each specific spell for clarification. 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. The spell's range may increase as the spell caster's skill improves.

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. The duration may increase as the spell caster skill improves.

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. The casting time may decrease as the spell caster's skill improves.

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. The area of effect may increase as the spell caster's skill improves.

Luck roll: This notes whether or not a Luck roll is required for those affected by the spell. If a spell allows a Luck roll, the results of that Luck roll will be described in the description of the spell.