Spellcasting: Difference between revisions
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This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]]. | This page covers the key magical effects that every player should understand, as well as the rules for casting spells, maintaining magical effects, and learning [[Magic|magic]]. | ||
== The Basics == | == 1. The Basics == | ||
The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section. | The following calls, effects, and physical representations are commonly encountered during play and may affect any character, regardless of [[Classes|class]]. All players should familiarise themselves with this section. | ||
=== Common Spells and Calls === | === 1.1. Common Spells and Calls === | ||
==== Healing Spells ==== | ==== 1.1.1. Healing Spells ==== | ||
* '''[[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. | ||
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* '''[[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 and Damage#Downed|Downed]] character to their base HP (2 HP or 4 HP depending on class). | ||
==== Battle Calls ==== | ==== 1.1.2. 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 water, off a cliff, or into an obstacle or terrain, 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. | ||
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* '''"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. | ||
=== Recognising Magical Buffs === | === 1.2. Recognising Magical Buffs === | ||
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. | ||
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* '''[[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. | * '''[[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. | ||
=== 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 prepared and left in a side's deployment area before combat begins. | ||
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If the player becomes Downed or discards the item, the effect ends. | If the player becomes Downed or discards the item, the effect ends. | ||
== Spellcasting Rules == | == 2. Spellcasting Rules == | ||
The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted. | The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted. | ||
=== Stationary Casting === | === 2.1. Stationary Casting === | ||
While casting a spell, the caster must remain in the same position where they began the spell. | While casting a spell, the caster must remain in the same position where they began the spell. | ||
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If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted. | If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted. | ||
=== Chanting and Spell Timing === | === 2.2. Chanting and Spell Timing === | ||
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. | ||
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The spell is completed once the full casting time has been reached. | The spell is completed once the full casting time has been reached. | ||
=== Spellbooks === | === 2.3. Spellbooks === | ||
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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'''No Spellbook = No Spellcasting''', even if your class has spell access. | '''No Spellbook = No Spellcasting''', even if your class has spell access. | ||
=== 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 and 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. | ||
=== Spell Length === | === 2.5. Spell Length === | ||
At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round. | At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round. | ||
At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing. | At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing. | ||
=== Spell Levels === | === 2.6. Spell Levels === | ||
Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round. | Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round. | ||
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The exact benefits of each level are listed in the spell's description in [[Magic|Magic]]. | The exact benefits of each level are listed in the spell's description in [[Magic|Magic]]. | ||
== Spell Interruptions == | == 3. Spell Interruptions == | ||
A spell is interrupted if the caster: | A spell is interrupted if the caster: | ||
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* The attempt still counts towards any per-round casting limit. | * The attempt still counts towards any per-round casting limit. | ||
=== Interruption Backlash === | === 3.1. Interruption Backlash === | ||
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. | ||