Difference between revisions of "Spells"

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'''Spells''' are the specific invocations of [[magic]] to carry out an effect.  They consist of a verbal incantation, and one or more physical gestures.  Some spells require that the caster possess a physical object (which may or may not be consumed in the casting).
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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.
  
 
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.  
 
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.  
  
Spells can take different amounts of time to cast. Most usually take 4 Action Points, but some take less and others take more. Many spells require opposing rolls to determine success. Spells that a mage can cast on him or her self automatically succeed. Also, beneficial spells that a mage can cast on another creature automatically succeed. 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.
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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 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==

Revision as of 04:30, 2 March 2010

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.

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).

See also