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The Battle School | |
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The Battle school makes casters better in combat, gives access to magic damage, and improves the usage of tag bag spells.
Description
Battle magic allows the magic user to focus their power into destructive magic in the form of touch and ranged spells. High-level battle magic spells allow the character to generate multiple effects creating a virtual storm of magical power. Battle magic is used mainly as a weapon and has few defensive spells.
Common symbolism for battle includes weapons and the color red.
Battle is typically associated with the Soldier and Grak.
Battle Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite |
---|---|---|---|---|---|---|---|
Magic Swarm | Battle | 1 | Instant | Touch or Tag Bag | Weapom or Character(s) Hit | Allows the caster to call for 'Magic!' damage. | None
|
Strength
| Battle | 1 | Medium (10 Minutes) | Touch | Character | The target gains +1 Might. | None
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Weakening Strike
| Battle | 2 | Medium (10 Minutes) | Touch | Weapon | Allows the next weapon hit to be replaced with 'Magic Weaken!'. | A level 1 Battle spell
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Spellburst
| Battle | 2 | Medium (10 Minutes) | Touch | Character | The target's spells produce handfuls of tag bags. | A level 1 Battle spell
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Slaying Swarm
| Battle | 3 | Instant | Tag Bag | Character(s) Hit | Creates 4 tag bags that deal '4 Magic Slay!' damage each.. | A level 2 Battle spell
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Transcendence
| Battle | 3 | Long (Game Day) | Touch | Character | Causes target's spells to generate extra tag bags. | A level 2 Battle spell
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Combat Prowess
| Battle | 4 | Medium (10 Minutes) | Touch | Character | Immediately give a target mastery of all combat skills. | A level 3 Battle spell
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Withering Blow
| Battle | 4 | Medium (10 Minutes) | Touch | Weapon | Allows the next two weapon hits to be replaced with 'Magic Pin!', 'Magic Enfeeble!', or 'Magic Curse!'. | A level 3 Battle spell
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Battle Mastery
| Battle | 5 | Long (Game Day) | Touch | Character | The target is immune to 'Magic!' damage. | A level 4 Battle spell
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Devastation
| Battle | 5 | Short (1 Minute) | Tag Bag | Character(s) Hit | Throw an unlimited number of tag bags that each call for '4 Magic Slay!'. | A level 4 Battle spell |
References
Casting Magic
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
School Master
This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Maven RP Skill).
Characters can become masters of every school they qualify for.
Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.
A Master of a School is the only one who can benefit from a Master's Staff.
Categories: Spells | Battle Spells | Schools
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