diff --git a/classes.tex b/classes.tex index f33dd3676b7ed5033908983576ed962779b2c1da..d2e3787e26b036417e2bc4983ab11b0795136c51 100644 --- a/classes.tex +++ b/classes.tex @@ -52,10 +52,10 @@ They worship \glsentrytext{knowledgegod}.\footnote{See page \pageref{gods_codes} \subsubsection{Spells} \paragraph{Standard Spells:} -With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Raging Fireball}. +With Invocation 2, the alchemist can focus for 2 rounds and spend 2 \glspl{mp}, and cast a \textit{Wide Fireball}. This spell inflicts $1D6+2$ Damage, but isn't terribly useful, due to the long casting time. -With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make anything look like anything. +With Illusion level 1, the alchemist can focus for 1 round and spend 1 \gls{mp} to make a shadow three-dimensional shadow appear. \paragraph{Fast Spells:} The alchemist can cast a \textit{Fast Fireball} spell for 2 \glspl{mp}, by spending only 5 Initiative. diff --git a/magic.tex b/magic.tex index 8313534ea68c73f410d3f05fa45e14f4cd1f04b3..6c4e57598cc629fbe6530abcef17646f100aa36e 100644 --- a/magic.tex +++ b/magic.tex @@ -206,18 +206,25 @@ They can each invest \gls{mp} to create \gls{standingspell}, and thereafter any \subsection{Spell Enhancements} \label{Enhancements} -Spell enhancements make spells stronger, at the expence of adding to the spell's level, and \gls{tn}. +Spell enhancements make spells stronger, at the expense of adding to the spell's level, and \gls{tn}. These enhancements always take the form of adjectives. -For example, the first level \textit{Fireball} spell, has the enhancement ``(1) Enhancement -- Raging'', meaning the mage can cast a \textit{Raging Fireball}, which would count as a second level spell. -The enhancement ``(1) Wide'' can be used on any spell to have it cover a wide area, so while a Fireball spell would normally be level 1, a \textit{Wide, Raging Fireball} would be a level 3 spell, with \gls{tn} 9. -The spell would then cost 3 \glspl{mp} to cast, and require 3 rounds to cast. \iftoggle{verbose}{ + The \textit{Lending Hand} spell allows someone to add a Bonus to an ally's rolls at the cost of 1 \gls{mp}. + But anyone with the \textit{Wide} Enhancement can add a level, and cast a \textit{Wide Lending Hand} spell, which boosts multiple allies' rolls as a second level spell (costing 2 \glspl{mp}; or with the \textit{Fast} Enhancement, a \gls{miracleworker} could cast a \textit{Fast Lending Hand} spell. + + The Invocation sphere in particular may seem very limited, where casters can only benefit from a Level 1 \textit{Fireball}. + However, anyone with Invocation 3 could spend 3 \glspl{mp} to cast a \textit{Fast, Potent, Fireball}, or a \textit{Fast, Wide, Fireball}, which targets many enemies instantly. + + \Glspl{miracleworker} gain access to Enhancements by raising their Metamagic level (which is always equal to their maximum \glspl{mp}). + \subsection{Spell Failure} Spells are always cast, even if the caster does not get the intended result. If an illusion spell fails, the illusion persists -- it simply looks obviously magical, like bad CGI. If a fireball spell fails, fire still comes, as the mage's mana has to go \emph{somewhere}, even if nothing hits the intended target. -}{} +}{ + Casters gain Enhancements through gaining Metamagic levels. +} \end{multicols} @@ -294,25 +301,13 @@ Rare and powerful spell-songs are swapped as currency among bards -- spells whic \noindent The more \glsentrylongpl{mp} a mage has, the more Metamagic they have to change their spells. -A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 5. +A mage with 2 spheres and an Intelligence Bonus of +1 would have a total Metamagic rating of 7. -Every power level offers the caster new spells or -- more often -- enhancements to existing spells. -The enhancements drawn from Metamagic can affect all spells the caster has, not simply the spells listed here. +Every power level offers the caster new spells or Enhancements (which make spells more powerful). +The Enhancements drawn from Metamagic can affect all spells the caster has, making every one more powerful. In this way, spells can be combined for greater effects. -\iftoggle{verbose}{ -For example, early invocationists can cast a \textit{Fireball} spell as a Level 1 spell. -With sufficient \glsentrylongpl{mp}, the mage can cast a \textit{Wide Fireball} as a level 2 spell, affecting more targets. -Fireballs can also be enhanced by making them \textit{Raging} when cast at +1 level (which adds +2 to the Damage). -Finally, combining all these effects, a mage could cast a \textit{Wide, Raging Fireball} as a level 3 spell (assuming the mage had level 3 Invocation). -This would inflict $1D6 + 2$ Damage, plus the mage's Intelligence Bonus, over a wide area. -}{} - -Anyone who walks any Path of Magic can make use of any of these abilities, even if they haven't bought any spheres. -These spells are not like the formal spells in magical spheres. -They require no words, hand movements, or anything else to use. -However, such spells quickly become expensive. -A level 8 Metamagic spell requires 8 \glspl{mp} to cast, and requires 11 Initiative points. +Anyone who has bought any magical Knacks can make use of any of these abilities, even if they haven't bought any spheres. \spelllevel @@ -557,9 +552,11 @@ Any applicable enhancements, such as \textit{Wide}, affect both spells. The smaller spell adds a number of levels equal to half its own level. -For example, a priest of \gls{wargod} might cast a \textit{Raging Fireball} at someone, alongside \textit{Curse}. -The highest level spell there is \textit{Raging Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}. -With the two spells together, the total cost is 3 \glspl{mp}, and the spell takes 7 Initiative points to cast. +For example, a priest of \gls{wargod} might cast a \textit{Fast Fireball} at someone, alongside a \textit{Curse}. +The highest level spell there is \textit{Fast Fireball} at level 2, and the other is at level 1 and only costs half the usual \glspl{mp}. +With the two spells together, the total cost is 3 \glspl{mp}, +\footnote{Always round up.}% +and the spell takes 7 Initiative points to cast. The caster has an Intelligence score of +3, so the target is hit with $2D6+1$ damage from the fireball, and loses $1D6+2$ \glspl{hp} directly. \spelllevel