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Spellcasting: Difference between revisions

From Wizards and Warlords
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=== 1.1. Common Spells and Calls ===
=== 1.1. Common Spells and Calls ===
==== 1.1.1. Healing Spells ====
==== Healing Spells ====
Healers must clearly tell the player which spell they are using, with an understandable call such as "Heal, 2 HP!" or "Full Heal!".
 
* '''[[Magic#Heal|Heal]]''' - Restores 2 HP.
* '''[[Magic#Heal|Heal]]''' - Restores 2 HP.
* '''[[Magic#Full_Heal|Full Heal]]''' - Restores all HP.
* '''[[Magic#Full_Heal|Full Heal]]''' - Restores all HP.
* '''[[Magic#Mass_Heal|Mass Heal]]''' - Restores all HP of up to 5 adjacent players.
* '''[[Magic#Mass_Heal|Mass Heal]]''' - Restores all HP of up to 5 adjacent players.
* '''[[Magic#Resurrection|Resurrection]]''' - Revives a [[Combat and Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).
* '''[[Magic#Resurrection|Resurrection]]''' - Revives a [[Combat & Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class).


==== 1.1.2. Battle Calls ====
==== Battle Calls ====
* '''"Force"''' - Move backwards 5 steps. If this would push you into water, off a cliff, or into an obstacle or terrain, you are immediately Downed.
* '''"Force"''' - Move backwards 5 steps. If this would push you into a terrain piece, or hazard, you are immediately Downed.
* '''"Bind"''' - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.
* '''"Bind"''' - You cannot move your feet for 30 seconds. You may still fight. The effect ends if you are reduced to 0 HP.
* '''"Immobilise"''' - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.
* '''"Immobilise"''' - You cannot move or fight for 30 seconds. The effect ends if you are reduced to 0 HP.
* '''"Taunt"''' - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted.
* '''"Taunt"''' - You cannot move for 30 seconds. You may defend yourself normally. The effect ends if you are reduced to 0 HP or the caster is interrupted.  
** ''This spell only will affect you if you are playing a summon or NPC.''
* '''"Nullify"''' - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.
* '''"Nullify"''' - Removes many magical effects, including Arcane Servants, Blessings, Wards, and other active spell effects.


=== 1.2. Recognising Magical Buffs ===
=== 1.2. Recognising Magical Buffs ===
<templatestyles src="Template:Race intro/styles.css" />
<div class="wizlords-race-intro-examples wizlords-example-gallery">
<div class="wizlords-race-intro-example-images wizlords-example-images-three">
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessing or Arcane Armour headband.]]</div>
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for a Blessed Weapon or Arcane Weapon sock or wrap.]]</div>
<div class="wizlords-race-intro-example-image">[[File:RaceExample1.png|600x800px|link=|alt=Placeholder for an Arcane Ward or Holy Ward shield wrap.]]</div>
</div>
<div class="wizlords-race-intro-caption">Left to right: headband for Blessing or Arcane Armour; weapon sock or wrap for Blessed Weapon or Arcane Weapon; shield wrap for Arcane Ward or Holy Ward.</div>
</div>
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.
Magical buffs are lasting spell effects represented by coloured cloth markers. These markers allow other players to quickly identify active magical effects during play.


* '''[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]''' - Grants +2 HP and immunity to Bind effects. Represented by a purple or white headband.
* '''[[Magic#Arcane_Armour|Arcane Armour]] / [[Magic#Blessing|Blessing]]''' - Grants +2 HP and immunity to Bind effects.  
* '''[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]''' - The weapon deals 2 HP damage to any location struck and counts as magical. Represented by a purple or white weapon sock.
** Represented by a purple or white headband.
* '''[[Magic#Arcane_Weapon|Arcane Weapon]] / [[Magic#Blessed_Weapon|Blessed Weapon]]''' - The weapon deals 2 HP damage to any location struck and counts as magical.  
** '''[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]''' and '''[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]''' function identically but may only be cast on two-handed weapons.
** '''[[Magic#Greater_Arcane_Weapon|Greater Arcane Weapon]]''' and '''[[Magic#Greater_Blessed_Weapon|Greater Blessed Weapon]]''' function identically but may only be cast on two-handed weapons.
* '''[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]''' - The shield blocks magical damage and the wielder is immune to Bind effects. If struck by [[Weapons and Equipment#Siege_Weapons|siege damage]], the wielder must move back 5 steps. Represented by a purple or white shield cover or wrap.
** Represented by a purple or white weapon sock.
* '''[[Magic#Arcane_Ward|Arcane Ward]] / [[Magic#Holy_Ward|Holy Ward]]''' - The shield blocks magical damage and the wielder is immune to Bind effects.  
**If struck by [[Weapons & Equipment#Siege_Weapons|Siege damage]], the wielder must move back 5 steps.  
**Represented by a purple or white shield cover or wrap.
 
<div class="wizlords-image-clear"></div>


=== 1.3. Blessed and Enchanted Equipment ===
=== 1.3. Blessed and Enchanted Equipment ===
Weapons and shields affected by '''Arcane Weapon''', '''Blessed Weapon''', '''Arcane Ward''', or '''Holy Ward''' may be prepared and left in a side's deployment area before combat begins.
Weapons and shields affected by '''Arcane Weapon''', '''Blessed Weapon''', '''Arcane Ward''', or '''Holy Ward''' may be cast on an item and left in a side's deployment zone.


Once an affected item is carried out of the deployment area or used in combat, the effect becomes bound to that player.
Once an affected item is carried out of the deployment area or used in combat, the item becomes bound to that player.


If the player becomes Downed or discards the item, the effect ends.
If the player becomes Downed or discards the item, the effect ends.
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Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time.
Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time.


For example:
Examples include:


''"1 Heal, 2 Heal, 3 Heal..."''
* ''"1 Heal, 2 Heal, 3 Heal..."''
* ''"1 Arcane, 2 Arcane, 3 Arcane..."''
* ''"1 Blessed, 2 Blessed, 3 Blessed..."''


The spell is completed once the full casting time has been reached.
The spell is completed once the full casting time has been reached.


=== 2.3. Spellbooks ===
=== 2.3. Spellbooks ===
<div class="wizlords-photo-box">
<div class="wizlords-photo-image">[[File:RaceExample1.png|234px|link=|alt=Temporary placeholder showing what a spellbook can look like.]]</div>
<div class="wizlords-photo-caption">An example of what a spellbook can look like.</div>
</div>
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.
Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them.


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=== 2.4. Physical Representations ===
=== 2.4. Physical Representations ===
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons and Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.
Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons & Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop.


Players are responsible for providing any physical representations required for the spells they intend to cast.
Players are responsible for providing any physical representations required for the spells they intend to cast.
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When a spell is interrupted:
When a spell is interrupted:


* The caster must stop chanting immediately.
* The spell fails.
* The spell fails.
* The spell attempt is wasted.
* The caster may take '''Backlash Damage'''.
* The caster must stop chanting immediately.
* The attempt still counts towards any per-round casting limit.


=== 3.1. Interruption Backlash ===
=== 3.1. Backlash Damage===
When a spell is interrupted it causes backlash damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.
When a spell is interrupted it causes Backlash Damage. This represents the unstable magic going awry and lashing out at the caster as they lose control of the magic.


The type of magic being cast determines the amount of backlash damage received:
The type of magic being cast determines the amount of backlash damage received:
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== Where To Next? ==
== Where To Next? ==
* [[Terrain & Hazards]] ← Next Step
* [[Terrain & Hazards]] ← Next Step
* [[Weapons & Equipment]]
* [[Magic]]
* [[Magic]]
* [[Game Special Rules]]
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{{Game_rules}}
{{Player Guide}}