Site Index > Rules > Gameplay > Spell Rules > Battle Spells > Devastation |
Devastation | |
![]() ![]() | |
Spell Name: | Devastation
|
---|---|
School: | Battle
|
Spell Level: | 5
|
Duration: | Short (1 Minute)
|
Range: | Tag Bag
|
Target: | Character(s) Hit
|
Flag: | No
|
Dispel: | No
|
Spell Description: | Throw an unlimited number of tag bags that each call for '4 Magic Slay!'.
|
Prerequisite: | A level 4 Battle spell
|
![]() Scroll Information | |
Scarce: | No |
The most powerful damage spell in the Battle school, useful situationally for killing many large monsters at a time.
Description
The caster calls forth massive amounts of sorcerous energy and throws it, slaying their opponents.
Effect
For 1 minute the caster can throw an unlimited number of tag bags that each call for '4 Magic Slay!'.
Detailed Interactions
- Spellburst: Turns every throw into a handful, letting you hit multiple targets for massive damage.
Sample Incants
Septly
Calling down the wrath of the Soldier I cast Devastation!
Neutral
Wanting to end this with no hesitation, from this scroll I cast Devastation!
Evil
May the Dark Three guide this raw power... for I cast Devastation!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
|
---|---|---|---|---|
Cast Devastation | Epic Only | Epic Only | 20 | Item casts Devastation. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The 'Magic! Call
The 'Magic!' call always comes from spells and when it comes from a ranged attack, cannot be blocked by a shield. If coming from a melee attack, a 'Magic!' call can be blocked by a shield. Anything that stops a spell will stop a 'Magic!' attack. It always counts as coming from the Battle school for defenses that care about the school of an attack.
The 'Magic!' call sometimes inflicts damage. You'll know if it is dealing damage if a number is used. Always use the number '1!' if for some reason you are dealing '1 Magic!' damage, otherwise it will only inflict the Jinxed condition and no damage.
The 'Magic!' call can also be used to modify offensive effect calls. When this happens the call still counts as a spell. When the call comes from a ranged attack, it cannot be blocked by a shield. The attack now applies the Jinxed condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Jinxed is removed. Any defense which prevents 'Magic!' prevents the entire call.
The 'Slay!' Call
The 'Slay!' call always deals damage, if no number is included assume it is for 1 damage. 'Slay!' calls modify another call, and whether or not the attack can be blocked is determined by the call being modified.
Monstrous body and armor provide no extra protection for damage from an attack using the 'Slay!' call.
If an attack contains the 'Blunt!' or 'Pierce!' call it may not have the 'Slay!' call added to it.
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.
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.
Categories: Spells | Battle Spells | Level 5 Spells | Magic Calls | Slay Calls | Infinite Tag Bags
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
![]() |