Conjure Stones

Site Index > Rules > Gameplay > Spell Rules > Nature Spells > Conjure Stones Update History

Conjure Stones

Spell Information

Nature School

Spell Name: Conjure Stones

School: Nature

Spell Level: 1

Duration: Short (1 Minute)

Range: Tag Bag

Target: Character(s) Hit

Flag: No

Dispel: No

Spell Description: Throw unlimited 1 damage tag bags for 1 minute.

Prerequisite: None

Scroll Information

Scarce: No

A utility spell for pelting foes with small damage.

1. Description

While not a remarkable spell, Conjure Stones is still very useful for harassing foes with small damage and creating distractions while a front line attacks.

2. Effect

For the next minute after casting this spell, the caster can throw any number of '1!' or '1 Blunt!' damage tag bags.

3. Detailed Interactions

  • Primal Form: When cast with Primal Form the stones can be thrown for 1 [[main.primalcall|'Primal!' damage.

4. Sample Incants

4.A. Septly

The elemental provides in weapon's dearth, I Conjure Stones from earth!

4.B. Neutral

Since I have no sticks, I cast Conjure Stones!

4.C. Evil

Crushing skulls and grinding bones, Darkness hear me, Conjure Stones!

5. Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Conjure Stones

Yes Yes 4 Item casts Conjure Stones. May be taken multiple times. Can be cast 1/event for each time taken.

6. References

6.A. Untyped Damage

Any time a character is hit by an attack that only calls a number with no damage type attached, it is treated as untyped.

Every character has a base attack that deals 1 damage. When attacking with a weapon, players can make a call of '1!' to indicate the untyped attack but this is not required. Players should be mindful that a successful hit with no call is treated as a 1-damage attack.

6.B. The Blunt Modifier and Blunted Condition

The 'Blunt!' call always deals damage, if no number is included assume it is for 1 damage. 'Blunt!' calls modify another call, and whether or not the attack can be blocked is determined by the call being modified.

Any damage inflicted by an attack using the 'Blunt!' call comes with the Blunted condition.

If an attack contains the 'Pierce!' or 'Slay!' call it may not have the 'Blunt!' call added to it. A defensive effect like Resilience can still cause damage to be Blunted if it comes from 'Pierce!' or 'Slay!' damage.
Anytime a character take's 'Blunt!' damage they receive the Blunted condition. This condition can be gained multiple times for each instance of 'Blunt!' damage. When the Blunted condition wears off, the damage that caused the condition wears off as well. Rather than tracking each Blunted condition's timing separately it is almost always easiest to start counting from the last instance of the Blunted condition and when that 10 minutes is up, heal all your 'Blunt!' body damage or 'Blunt!' Wound conditions. Magical (or alchemical) healing can be used to immediately heal Blunted damage if someone desires. This will also end the condition.

Any Wound conditions caused by 'Blunt!' damage also get the Blunted condition and can be cured normally, or are automatically cured when the Blunted condition gets removed.

If a character takes a 'Blunt!' Torso Wound it does not give the Bleeding Out condition.

'Poison Blunt!' damage will wear off like any other blunt damage along with the Poisoned condition. The same goes for 'Disease Blunt!' damage and the Diseased condition.

If a character has the a Blunted Torso Wound condition, the First Aid skill can remove it (and only it). This even works if the Torso Wound was caused by 'Poison Blunt!' damage (which normally cannot be healed without curing the Poisoned condition).

Many players don't realize that the first aid skill can only remove Blunt Torso Wounds. The first aid skill cannot heal Blunt Limb Wounds or blunt body damage.

6.C. Casting Spells

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.

6.D. 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.

6.E. 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.

Categories: Spells | Nature Spells | Level 1 Spells | Infinite Tag Bags


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on January 29, 2025, at 10:31 PM
Powered by PmWiki