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Verified Commit 0de298f3 authored by Malin Freeborn's avatar Malin Freeborn
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replace quick spells with fast enhancement

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......@@ -124,10 +124,8 @@ If your Initiative is below 0, you get a cumulative -1 penalty.
\begin{itemize}
\item{Standard spells require 1 round to cast per 2 levels.}
\item{Quick spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.}
\begin{itemize}
\item{You cannot cast a quick spell using the highest-level spells in that sphere. If you have Fate 3, you can only cast level 1 and 2 Fate spells as Quick Spells.}
\end{itemize}
\item{\textit{Fast} spells only need 3 Initiative + the spell's level, so a 2nd level spell requires 5 Initiative.
However, they must be cast at 1 level higher.}
\item{Ritual spells require a full, uninterrupted scene to cast, and count as \textit{Resting Actions}.}
\end{itemize}
......
......@@ -177,10 +177,8 @@ This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long c
With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything.
\paragraph{Quick Spells:}
Invocation level 1 can be cast instantly, because it it not the highest level.
The alchemist can cast a \textit{Fireball} spell for 1 \gls{mp}, by spending only 4 Initiative.
It deals $1D6$ Damage.
\paragraph{Fast Spells:}
The alchemist can cast a \textit{Fast Fireball} spell for 2 \glspl{mp}, by spending only 5 Initiative.
\subsubsection{Illusionist}
\index{Illusionist}
......@@ -211,8 +209,7 @@ The Craft and Empathy skills means the illusionist is best at making illusions o
With a full three rounds (and 3 \glspl{mp}), the caster could create a \textit{Wide, Independent Illusion}, creating just about any two facsimiles out of nothing.
Or at the same cost, the illusionist might make themself completely invisible, with a \textit{Negative Illusion}.
\paragraph{Quick Spells:}
With Illusion at level 3, this alchemist can cast up to level 2 Illusion spells instantly by spending 5 Initiative and 2 \glspl{mp}.
\paragraph{Enhanced Spells:}
A \textit{Ranged Illusion} could make something far away change its appearance, or a \textit{Wide Illusion} might change how two people look, instantly.
Alternatively, the cast could create a \textit{Realistic Illusion} or himself as another type of creature, or cast an \textit{Independent Illusion} at any point.
......@@ -300,8 +297,8 @@ After gaining \gls{xp}, some adventuring clerics focus upon martial abilities, w
By focussing for 2 rounds and spending 2 \glspl{mp}, the priest can divine the future, with the Auguary spell, or bless their companions with $1D6$ \glspl{fp}.
\paragraph{Quick Spells:}
With \textit{Blessing}, by spending 4 Initiative and 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}.
With \textit{Curse}, by focussing for a round and spending 1 \gls{mp}, the priest can curse a target, stripping them of $1D6$ \glspl{fp}.
The \textit{Lending Hand} spell allows priests to add a +1 Bonus to any skill of any character, so long as the priest's Skill level is higher than the character's.
\subsubsection{Cleric}
......
......@@ -815,7 +815,7 @@ This might happen when someone is surrounded, but wants to run away.
Someone casting spells and swinging their swords cannot use an Initiative bonus of one for the other.
\iftoggle{verbose}{%
For example, if Toria has Speed +2 and a sword, her total Initiative Factor would be +3 when attacking with the sword.
The group rolls a `4' for Initiative, so at Initiative step 7 she decides to cast a Quick spell.
The group rolls a `4' for Initiative, so at Initiative step 7 she decides to cast a \textit{Fast} spell.
However, her +1 Wits means she cannot cast a spell until Initiative step 5.
}{}
......
......@@ -247,21 +247,20 @@ The spell caster can focus on a spell to the exclusion of all else.
During this time they automatically fail any checks to notice things.
All ritual spells cast with this focus grant a bonus to the caster's Intelligence score for the purpose of casting spells equal to half the number of Knacks the character has (rounded up).
\subsubsection{Quick Spell}
\subsubsection{Snap Caster}
\iftoggle{verbose}{
The character is particularly adept at casting spells quickly, and therefore in Combat.
Quick spells cost 2 + their level in Initiative, so a 4th level spell would cost 6 rather than the usual 7 Initiative.
\Glspl{miracleworker} with this knack spend only 2 Initiative + the spell's level when casting \textit{Fast} spells.
}{
Quick spells cost 2 + their level in initiative to cast.
\textit{Fast} spells cost 2 + their level in Initiative to cast.
}
Standard spell casting can be completed in one round less than usual.
\iftoggle{verbose}{%
So a third level spell can be cast in 1 round.
So a third level spell can be cast in only two \glspl{round}.
}{}%
First level spells still require a full round to cast.
\end{multicols}
\section{Other Knacks}
......
......@@ -47,9 +47,7 @@ In gaming terms, the first \gls{downtime} grants full access to all spheres from
However, the opposite is not true.
Those on the Path of Song learn spheres easier than others, spending 5 fewer \glspl{xp} to purchase a sphere.
If a sphere has not been `fully' paid for then the remaining \glspl{xp} must be spent to use that sphere on a different path.
Casters never gain \glspl{mp} for learning a sphere on a secondary Path -- whichever Path would grant them the most \glspl{mp} is the only one which counts.
If a sphere has not been `fully' paid for, then the remaining \glspl{xp} must be spent to use that sphere on a different path.
\subsection{The Path of Alchemy}
\index{Alchemy}
......@@ -127,7 +125,8 @@ Those mana stones which have an imprinted spell can be activated by either a com
\subsubsection{Special Considerations}
Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for Quick Spells. They always use Ritual Spells for the highest level of any Sphere, and can use normal casting after that.
Runecasters cannot cast spells in the heat of combat -- inscribing runes just takes far too long for \textit{Fast} spell.
They cannot use the \textit{Fast} enhancement.
\iftoggle{verbose}{
\pic{Roch_Hercka/dwarvish_runes}{\label{roch:runes}}
......@@ -158,7 +157,8 @@ In order to learn the Path of Song, the mage must have the second level of the P
\subsubsection{Special Considerations}
Just as with rune magic, song magic can never be cast in an instant. Their highest level of a sphere can only be cast as a ritual spell, and quick spells are entirely barred, as a song takes time to be invoked with magic. And as with rune magic, those on this Path need to spend 5 less \gls{xp} each time they buy a level of some magic sphere.
Just as with rune magic, song magic can never be cast in an instant.
Like those on the Path of Runes, Song mages cannot use the \textit{Fast} Enhancement, but need to spend 5 less \gls{xp} each time they buy a level of some magic sphere.
\subsubsection{Mana Stones}
\index{Mana Stones!Song}
......@@ -185,9 +185,9 @@ The character then spends the mana and makes a roll against some \gls{tn} to cas
\index{Mana}\subsection{Mana}
Everyone's total mana is equal to double the number of spheres they have, plus their Intelligence Bonus.
Everyone's total mana is equal to triple the number of spheres they have, plus their Wits Bonus.
\iftoggle{verbose}{%
For example, a caster with Invocation 3, Fate 1, and an Intelligence Bonus of +2, would have 8 \glspl{mp} in total.
For example, a caster with Invocation 3, Fate 1, and a Wits Bonus of +2, would have 8 \glspl{mp} in total.
}{}
If a caster has no \gls{mp} left, they can still cast spells by paying the cost with \gls{hp} instead of \gls{mp}.
......@@ -260,16 +260,22 @@ However, while they are being maintained, the \gls{mp} required to cast them rem
\iftoggle{verbose}{%
\footnote{Spell enhancements (see below) do not lock mana in this way.}
For example, Tauron the elven sorcerer casts a spell on himself to appear as a gnome -- all the better to blend into surrounding society. He spends 1 \gls{mp}. Later, he enchants an animal to be his companion for 2 \gls{mp}. Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding gnome.
For example, Tauron the elven sorcerer casts a spell on himself to appear as a human -- all the better to blend into surrounding society.
He spends 1 \gls{mp}.
Later, he enchants an animal to be his companion for 2 \gls{mp}.
Normally, his maximum \gls{mp} is 6, but he is currently reduced to a maximum of 3 \gls{mp} so long as he continues to be a bear-riding man.
}{}
These still-active spells are known as \glspl{standingspell}. Some mages operate by continuously casting different spells and then going `empty' when the mana is gone. Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more.
These still-active spells are known as \glspl{standingspell}.
Some mages operate by continuously casting different spells and then going `empty' when the mana is gone.
Others typically operate with \gls{standingspell} alone, casting everything they might need before the day begins and leaving their useful spells `running' but leaving themselves unable to cast more.
\subsection{Casting Times}
\iftoggle{verbose}{
Your standard spell takes a while to cast -- specifically a number of rounds equal to half the spell's level.
A first level spell takes a full \gls{round} to cast, and activates at Initiative 0, while a third level spell requires 2 \glspl{round} to cast.
When casting spells in combat, a \gls{miracleworker} will generally use the \textit{Fast} Enhancement (page \pageref{fast}).
}{
Spells require a number of full \glspl{round} to cast equal to half the spell's level.
}
......@@ -281,10 +287,6 @@ Casters who take any other action during this time, such as evading an attack or
Mages who take their time over spells can attempt a Ritual Spell -- they cast it as a \gls{restingaction}%
\footnote{See page \pageref{restingactions}.}.
The mage can gain mana slowly, spending some, drawing more from a mana stone or item, then spending more before finally casting the spell.
The mage can gather a number of \gls{mp} equal to double their normal maximum \gls{mp}, ignoring any \glspl{standingspell}.
\iftoggle{verbose}{%
For example, a \gls{miracleworker} with 3 \glspl{mp} could spend up to 6 \glspl{mp} in a single casting in order to cast a powerful spell, by drawing mana from mana stones.
}{}
Ritual spells can also be cast as a team effort -- any number of spell casters who are on the same \gls{path} of magic can cast any spell they all know together.
They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any one of them can cancel the spell.
......@@ -292,14 +294,6 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any
As usual, the primary caster can spend mana up to double their Metamagic score (meaning total \glspl{mp}), the second caster can add a maximum number of \glspl{mp} up to their regular total, and the next caster can \glspl{mp} up to a quarter of their total, and so on.
}{}
\subsubsection{Quick Spells}
Quick spells can be completed fast enough to cast in combat, costing 3 Initiative points plus the level of the spell.
Such spells always force a little `flash and bang' out as the raw magic hits the air.
Some mages create sparks as they cast spells, others summon dark mists -- it all depends upon the Path of Magic the mage is walking.
Quick Spells are challenging, and require the mage know a spell intimately. They cannot be cast with the mage's highest spell level. A mage with Polymorph at level 3 cannot cast level 3 as a Quick Spell.
\subsection{Spell Enhancements}
\label{Enhancements}
......@@ -419,6 +413,16 @@ The mage casts the spell on any person or item and finds out how many \glsentryl
\spelllevel
\enhancement{1}{Fast}{Make a spell cast instantly}\label{fast}
\iftoggle{verbose}{%
This enhancement alone allows \glspl{miracleworker} to cast effectively on the battlefield.
With this Enhancement, a spell no longer requires one round per level to cast, but can be cast with 3 Initiative plus the spell's level.
While a standard \textit{Oath} spell requires 2 \glspl{round} to cast, a \textit{Fast Oath}, cast at level 3, requires only 6 Initiative.
}{
\textit{Fast} spells can be cast instantly, and require only 3 Initiative, plus the spell's level.
}
\spell{Imbuing}{Instant}{Empathy}{Add \glspl{mp} to a mana stone}\\
The mage spills any number of mana points into a mana stone created through the same path of magic the mage walks.
If cast as a \textit{Wide} spell, the mage can spend \glspl{mp} to spread between multiple items, but can only Imbue total \glspl{mp} equal to what is spent.
......@@ -444,9 +448,9 @@ If the spell targets people, one person per square is always a reasonable baseli
A \textit{Potent} spell casts as if the mage had +1 Intelligence.
\iftoggle{verbose}{%
Fireballs can deal additional damage.
A mage with +1 Intelligence could cast a Pocket Spell which activates with a +2 Bonus, and lasts for 2 scenes.
The \textit{Wide} enhancement would
A \textit{Potent, Colourful, Cloak} Illusion spell would be harder to spot and a \textit{Potent Mage Armour} would gain the benefits of both the additional level, and the Intelligence Bonus.
A mage with +1 Intelligence could cast a \textit{Potent Pocket Spell} which activates with a +2 Bonus, and lasts for 2 scenes, and the same applies to Talismans and Artefacts.
}{
This includes \textit{Pocket Spells}, \textit{Talismans}, and \textit{Artefacts}.
}
......
......@@ -394,15 +394,16 @@ If the target loses the roll they immediately loses all remaining actions for th
Each subsequent turn the target makes a resisted roll of Wits + Academics against the mage's Intelligence + Deceit.
Failure indicates that they suffer an Initiative penalty equal to the spell's level plus the caster's Intelligence Bonus.
While the spell is in effect, the target suffers a penalty to all Mental Attributes equal to \arabic{spelllevel} plus the enchanter's Intelligence Bonus; so a mage with Intelligence +3 would inflict a -5 penalty. If the target attempted to cast spells, any rolls would suffer a -5 penalty and any spell-effects which relied on the Intelligence Attribute would suffer as well.
The target suffers the same penalty to their Mental Attributes Attributes, which can seriously impact any \gls{miracleworker}'s total \glspl{mp}, and casting ability.
At the end of the scene, targets make one final resisted roll against the enchanter's Intelligence + Deceit (even if the enchanter is no longer present). Failure indicates that the target has forgotten the encounter entirely, including some moments before when the spell began.
At the end of the scene, targets make one final resisted roll against the enchanter's Intelligence + Deceit (even if the enchanter is no longer present).
Failure indicates that the target has forgotten the previous scene entirely, including some moments before when the spell began.
\iftoggle{verbose}{
If an \gls{npc} enchanter intends to cast this on a \gls{pc} during a scene, the \gls{gm} is encouraged to simply make the resisted roll for the spell.
If the player fails the roll then the \gls{gm} can infer what probably would have happened had the scene played out and skip to the next scene, telling the player that something important might have happened, but that they cannot remember any of it.
When this spell hits someone out of combat, perhaps during a conversation, targets tend to flap their mouths open and shut like a confused fish as they try to recapture their train of thought. The use of magic will is not obvious to those unfamiliar with such abilities.
When this spell hits someone out of combat, perhaps during a conversation, targets tend to flap their mouths open and shut like a confused fish as they try to recapture their train of thought.
}{}
......@@ -418,7 +419,8 @@ Targets can stop once their original action has become obviously impossible or i
The target repeats and emphasises an oath while the caster completes the spell.
For as long as the spell endures, the target cannot break their oath.
A Quick spell allows casters to accept any statement made on the same round.
A \textit{Fast Oath} spell allows casters to accept any statement made on the same round.%
\footnote{See page \pageref{fast} for \textit{Fast} spells.}
Even short sentences, such as `I'll find out', or `I'm going to leave at sunrise', can be interpreted as oaths, although if someone does not state \textit{when} they do something, the expected time defaults to any time up until the end of the scene.
\spelllevel
......@@ -529,15 +531,6 @@ Once the spell is cast, the priest knows the current \gls{fp} of the target.
When cast on oneself, this spell grants total immunity to the Enchantment spell, \textit{Fear}.
\spell{Intuition}{Instant}{Varies}{Find out the \glsentrytext{tn} for an action}\\
\iftoggle{verbose}{%
Players often don't know the \gls{tn} for an action before they try it, but with this spell, the priest may demand to know the \gls{tn}.
This can be used to figure out how difficult it would be to strike an enemy, or how challenging it would be to spread a rumour around town.
}{%
The player can ask the \gls{gm} the \gls{tn} for any currently possible action.
}
The Skill used is the same as that being used in the task, so asking about a roll for Crafts means using the Crafts Skill for the spell.
\spell{Lending Hand}{Continuous}{Empathy}{Bless a target with +1 to any skill so long as you have a higher Skill level than the target}\\
The priest blesses a target with +1 to any Skill, so long as the priest has a higher level in that Skill than the target.
......@@ -696,8 +689,6 @@ The total spell grants a resistance to any Damage incurred through falling equal
\footnote{$(Level \times 4) + Int$}
Therefore, a mage with Intelligence +2 using the third level of the Force sphere would subtract 14 from any Damage incurred through falling.
If cast as a Quick Spell, it can be cast as a Quick Action, outside the usual Initiative order.
\spell{Telekinetic Fist}{Continuous}{Combat}{Improve unarmed combat damage, gaining an effective Strength of $2 + Int$}\\
The mage uses powerful telekinetic blasts to hold and crumple targets in close combat.
Unarmed attacks using Telekinetic fist count as normal Damage instead of inflicting Fatigue Points.
......
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