Difference between revisions of "Warlords Of Kruhl 3e EN:Magic"

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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. Unless otherwise indicated, using Thaumaturgy or Theology to cast a spell is a remarkably difficult (DV 6) task.
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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. 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.
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* Lasting effect
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* Affects multiple people or an area
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* Unnatural effect (Endurance damage is a natural effect)
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* Spell could not be accomplished eventually by a single person without magic
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* Extended time (2d6 * 10 minutes)
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* Rare consumable materials
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* Gestures and incantations
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* Personal focus (wand, staff, amulet, holy symbol)
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* Sacrifice
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* Contagion (personal item or part of target)
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==Notes from Lloyd==
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* 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).
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* 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).
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* 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.
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* 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.
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* Minor Spells or Cantrips would just cost 1.
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* 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 17:59, 12 April 2021

Arrow up 16x16.png Contents

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)


Arcane Casters

Sacred Casters

Casting Spells

Petty Magic

Minor Magic

Major Magic

Epic Magic