Difference between revisions of "Spells"

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'''Spells''' are the specific invocations of [[magic]] to carry out an effect; everything from heating up dinner without a fire to turning a dragon into a pig.
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'''Spells''' are the specific invocations of [[magic]] to carry out an effect; everything from heating up dinner without a fire to turning a dragon into a pig. See Chapter 14: [[Book:Spells|Spells]] for more details.
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Any character capable of casting spells is free to learn new spells as he or she sees fit. Each spell has a ''rarity'': the ease with which your character can learn it. In game terms, a character must learn the spell either from experimentation, a mentor, or a set of detailed instructions, therefore your GM should have the final approval for whether your character can learn a given spell. For instance, the availability of spells could be limited to a geographical area, and if your character from the burning desert wants to learn how to summon ice cubes for frozen cocktails, it's likely he'll have to travel to a place where the spell is common.
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All spells have a ''target'': another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't ''want'' the benefit of the spell, then a roll is required as usual).
  
Any character capable of casting spells is free to learn new spells as he or she sees fit.  Spells can be bought for a number of [[Expoints]] usually ranging from 1–5. In game terms, a character must learn the spell either from experimentation, a mentor, or a set of detailed instructions, therefore your GM should have the final approval for whether your character can learn a given spell.
 
  
All spells have a target: another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no dice roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't ''want'' the benefit of the spell, then a roll is required as usual).
 
 
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==See also==
 
==See also==
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* [[List of spells]]
 
* [[List of spells]]
 
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[[Category:Magic]]

Latest revision as of 16:56, 6 October 2018

Spells are the specific invocations of magic to carry out an effect; everything from heating up dinner without a fire to turning a dragon into a pig. See Chapter 14: Spells for more details.

Any character capable of casting spells is free to learn new spells as he or she sees fit. Each spell has a rarity: the ease with which your character can learn it. In game terms, a character must learn the spell either from experimentation, a mentor, or a set of detailed instructions, therefore your GM should have the final approval for whether your character can learn a given spell. For instance, the availability of spells could be limited to a geographical area, and if your character from the burning desert wants to learn how to summon ice cubes for frozen cocktails, it's likely he'll have to travel to a place where the spell is common.

All spells have a target: another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't want the benefit of the spell, then a roll is required as usual).


See also