Warlords Of Kruhl 3e EN:Magic: Difference between revisions
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Commanding the arcane forces of the universe is not as straightforward as performing a mundane activity; if it were, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. | Commanding the arcane forces of the universe is not as straightforward as performing a mundane activity; if it were, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. Using Thaumaturgy or Theology to cast a spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature. | ||
* Lasting effect | |||
* Affects multiple people or an area | |||
* Unnatural effect (Endurance damage is a natural effect) | |||
* Spell could not be accomplished eventually by a single person without magic | |||
* Extended time (2d6 * 10 minutes) | |||
* Rare consumable materials | |||
* Gestures and incantations | |||
* Personal focus (wand, staff, amulet, holy symbol) | |||
* Sacrifice | |||
* Contagion (personal item or part of target) | |||
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==Notes from Lloyd== | |||
* Each spell is purchased the same way as a Skill (Let's say 1 point for a base). All Spells are based on a Skill (i.e.-Thaumaturgy). | |||
* Each Spell has a single effect (i.e.-DAMAGE, or Alarm, or Armor, or Light). This is at the Base Skill Roll, if it does Damage it starts at 1d6, it has No Range and costs 1 Fatigue Point (or END). | |||
* Every Effect you add to it (i.e.- Range, +1d6 Damage, Effects Multiple Objects, Persistent, etc.) means -1 to the Skill Roll, +1 Fatigue Cost. | |||
* This stacks, so an Explosive Fireball would cost for Ranged, Explosive, and for every Die higher than 1. If you want more than 1 Damage Causing Spell you would have to buy more Spells with different Effects, such as Fire or Lightning, or Poison Bugs. | |||
* Minor Spells or Cantrips would just cost 1. | |||
* Summoning a Massive Fire Elemental would just be Summon Elemental (Base) -- Does Damage, Does +5d6 Damage, Independant, Persistent, Ranged, Intelligent (Animal). So it would be cast at -10 to the Skill Roll and +10 Fatigue Points. This is if you are casting flat-footed. If you had an Extra Skill Fire School), and a Wand of Summoning Fire Elementals (+1), and knew a Ritual to Help Summon Elementals (adds a minute to Casting Time), Then each of these would ADD +1 to you Skill Roll to offset All the minuses. | |||
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==Arcane Casters== | ==Arcane Casters== |
Revision as of 16:59, 12 April 2021
Commanding the arcane forces of the universe is not as straightforward as performing a mundane activity; if it were, everyone would do it. All magic is opposed, if not by the struggling of the victim, then by the contrariness of the universe as a whole. Using Thaumaturgy or Theology to cast a spell is either resisted by the intended target, or it is a remarkably difficult (DV 6) task when the target is not a person or creature.
- Lasting effect
- Affects multiple people or an area
- Unnatural effect (Endurance damage is a natural effect)
- Spell could not be accomplished eventually by a single person without magic
- Extended time (2d6 * 10 minutes)
- Rare consumable materials
- Gestures and incantations
- Personal focus (wand, staff, amulet, holy symbol)
- Sacrifice
- Contagion (personal item or part of target)