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Verified Commit 97a3e88a authored by Malin Freeborn's avatar Malin Freeborn
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......@@ -445,7 +445,9 @@ However, if that fails, he simply cannot roll again.
\spelllevel
\spell{Pocket Spell}{Instant}{Crafts}{Allow a mana stone to cast a single spell at the cost of 1 permanent \gls{mp} from the mana stone, after which the stone is broken}\\
\spell{Pocket Spell}{Instant}{Crafts}{Allow a mana stone to cast a single spell at the cost of 1 permanent \gls{mp} from the mana stone, after which the stone is broken}
\label{pocketSpell}
This spell permanently reduces the \glspl{mp} in a mana stone by 1, and allows the mana stone to permanently use a single spell which the mage casts immediately after this spell.
Once the mana stone is a pocket spell, it can activate once, and then the mana stone becomes useless, and can never contain \glspl{mp} again.
......@@ -488,10 +490,12 @@ All Pocket Spells last a number of scenes equal to their \textit{Potency} (minim
\spelllevel
\enhancement{1}{Ranged}{Increase any spell's range to line of sight}
\label{ranged}
Any spell, from any sphere, can be targeted anywhere the mage can clearly sense, breaking all the normal range boundaries of spells.
\enhancement{2}{Potent}{Increase a magical item's Potency}
\label{potent}
This enhancement increases a magical item's Potency by 1.
\iftoggle{verbose}{%
......@@ -504,7 +508,8 @@ This enhancement increases a magical item's Potency by 1.
\spelllevel
\spell{Talisman}{Instant}{Academics}{Sacrifice one permanent \gls{mp} in a mana stone to let it cast a spell}\\
\spell{Talisman}{Instant}{Academics}{Sacrifice one permanent \gls{mp} in a mana stone to let it cast a spell}
\label{talisman}
The mage takes a mana stone and allows it to cast a spell, forging a new magical item. A sword could be made which can summon blinding light, or a ruby could be infused with the power to teleport the caster to a specific nearby location.
Talismans work exactly like Pocket Spells, except that the item regenerates 2 \glspl{mp} per scene, and can be recast.
......@@ -520,6 +525,7 @@ Talismans which do not have enough mana simply fail to cast.
The one exception here is the Path of Song, wherein spell-songs which have too much mana drawn from them simply break, rendering the Talisman-song useless.
\enhancement{2}{Massive}{Increase the target area until it's the size of $level + Wits$ areas}
\label{Massive}
The spell spreads across a massive space -- indoors this could be multiple rooms, outdoors it could be a field, or a massive segment of a forest.
Massive spells target a number of areas equal to the spell's level plus the caster's Wits.
......@@ -554,7 +560,7 @@ With the two spells together, the total cost is 3 \glspl{mp}, and the spell take
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.
\enhancement{1}{Sentient}{Allow the spell to make its own decisions}
\label{sentient}
Powerful \glspl{miracleworker} can make their spells sentient.
This does not affect the \emph{target} of the spell (enchanted dogs do not become suddenly self-aware), but the spell itself.
......
......@@ -728,7 +728,7 @@ Mages can add their mental ability to move things to aid their movement.
Any attempts to move, whether fleeing or just flitting around a room, gain a bonus equal to the level of the Force sphere being employed plus their Intelligence Bonus.
The mage can cast the spell on others and it will automatically push them onwards in whichever direction they are running.
\spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world without sight}\\
\spell{Clairvoyance}{Continuous}{Vigilance}{Sense the world from afar}\\
The mage can `feel' by delicately touching things with mental movement rather than actually seeing them. They can see in complete darkness whether underwater or on land.
The mage rolls Intelligence and Vigilance at \gls{tn} 6 plus the spell's level.
......@@ -930,7 +930,7 @@ Blast-radius spells such as a \textit{Wide Fireball} can inflict a Vitals Shot o
The mage focuses on any source of fire, and extinguishes it.
Larger fires require a \textit{Wide Darkness} spell.
\spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $1D6 + Int$ Damage}\\
\spell{Fireball}{Instant}{Projectiles}{Burn an enemy for $1D6 + Int$ Damage}\\\label{fireball}
The mage throws out a ball of flaming, crackling light which strikes and burns the target. The Damage is $1D6$ plus the caster's Intelligence.
\subsubsection{Spell Enhancements}
......
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