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Spell Rules | |
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Term Name: | Spellcasting
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Description: | Characters can cast magical spells or rituals using magic items, consumables or their own 'Power'. Spells can have a wide variety of effects.
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Abbreviation or Synonyms: | Magic, Spells
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Rule Type: | Gameplay |
Magic is a very broad term. It can refer to spells, rituals, items, even a damage type. This page will discuss how the mechanics shared by these things work before getting into detail about how to cast spells specifically.
Magic and Spells
The word magic can mean several things in Novitas. Spells are magical abilities characters have learned how to bring about. Different characters cast spells in different ways, but certain requirements must always be met to cast them. Rituals are generally mystical pieces of paper with arcane writing on them. Characters can precisely follow the instructions given on a ritual to create a particular effect. Spells can also be imbued into a variety of different items to change how they are cast.
A spell is a practice of magic commonly understood by many characters in the world. Each spell does something specific and the effects are the same no matter who is performing it or how they perform it. All over the world, spells are identical.
There are 7 schools of magic: Aegis, Battle, Compulsion, Enchantment, Nature, Necromancy, and Restoration. The schools have themes to the effects they produce. Each school has 10 spells. Spells all have a level from one to five, and each school has exactly 2 spells at each level.
Characters learn spells like other skills, and then use their own magic power points (which are also learned as a skill) to perform the spell. This is the most common form of magic use.
An item or rule that lets you cast a 'Prismatic Spell', allows you to choose which spell it casts based on the criteria listed (generally any spell of a certain level, sometimes a spell of a particular school).
Casting Requirements
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.
Spell Knowledge
A character knows a spell if they have spent the skill points to learn it. Alternately a character can have access to a spell through a rod or a tome.
Many magic items also cast spells. A character can cast spells out of any item they are attuned to without needing to know the spell, and the item will provide the necessary power to cast. These items do not teach the spell; if a character wants to cast the spell separately from the item they need to have spent the skill points to have learned it.
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.
Free Hands
A character must have a free hand to cast a spell. Hands are considered free if there is nothing held in that hand and the attached arm has free unrestricted movement. You must be able to fully raise your hand and can't hold anything between your arm and your body. Worn gear never hinders casting by itself (such as armor and passive bucklers).
When using an item to cast a spell if that item is not worn on your body you must have it in hand, in which case it does not count against your hand being 'free'.
If the target of the spell being cast is an object the caster has in hand, that does not count against your hand being 'free'.
Characters with two Arm Wound conditions cannot cast spells.
Casting Spells (Incantations)
If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.
There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires 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. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.
Interrupting Incantations (Failing to Cast)
If an incantation is partially finished and the player performing it gets hit by any attack (even if that hit is fully prevented) the spell is interrupted. The assumption here is that even if you are immune to a fire, it is still disruptive to be engulfed in flames. Pausing in the middle of an incantation for more than a moment will also cause the incantation to be interrupted.
When this happens, nothing is lost (such as power points or item charges), but the incantation must be restarted from the beginning.
Written Incantations
Whenever working with a magic item that includes a written incantation, it must be performed exactly as written. Even if the incantation is something that can be memorized you must still roleplay reading the text from the paper using enough light to be able to read the document.
If a ritual or tome is not written in Common you must also be able to speak the language to use it. Scrolls only require the read magic skill to use them, they are never written in alternate languages.
'No Incant' or 'At Will' Abilities
Some abilities say they are 'at will' or require 'no incant'. These terms mean the same thing. In either case an incantation is not needed to cast the spell. All other criteria of spell casting must still be met.
When you cast a no incant spell you must still announce the spell as you perform it so others know what is happening. Call out the spells name aloud as if it were a standard call.
'Throw a tag bag for <Call>'
When an ability says to throw a tag bag for a particular call it doesn't need to be cast (even if the call normally comes from a spell), you simply take a tag bag and throw it while making that call.
Spell Results
Having successfully performed the incantation the spell resolves, having its effect on the world. You spend the power points required to cast the spell at this time (or destroy the consumable used, expend charges from an item, etc).
Spells follow the normal rules for effects regarding if they stack or not. They also use the same definitions of traits like duration and flag requirements.
Each spell has a range you can use it at. This tells you how the spell (or spell producing item) is directed to its target. You are not required to be able to see your intended target to cast a spell.
- Self: A spell with a range of self can only benefit the caster. When a scroll is made from a spell with a range of self, only someone who knows that spell can use that consumable. Other items that perform a spell with a range of self can be used by anyone.
- Touch: A touch effect is delivered to a willing or Helpless target by touching them.
- Tag Bag: A spell with tag bag range is delivered via throwing a tag bag at an opponent.
A spell's target is who or what the spell is cast upon. For example: You can't cast Magic Lock to magically lock a person, only objects that can be opened and closed.
A spell can be identified as a 'buff' spell if it has a range of touch or self AND does not require the target to be Helpless.
Whenever one character casts a buff spell on another character the second character may always voluntarily choose to reject that spell's effect. When they do this they should announce 'No Effect!'. Any power points or consumables used to cast the spell are still consumed.
Remember especially with new players you may need to explain what a spell does, be patient. For offensive spells the explanation is generally taken care of by the calls used. However you may still need to break character for a moment to explain more complicated effects. |
References
Spell Durations
Each effect has a duration, how long it will last.
Durations always fall into the following categories:
- Instant: The effect does it's job and then ends immediately.
- Short (1 Minute): These effects are generally meant to be used in a combat situation. Because 1 minute is difficult to track in a combat situation, we rely on players to use their best judgement and the honor system.
- Medium (10 Minutes): 10 minutes is long enough an extended fight. These effects are meant to last for the entirety of a typical combat encounter or to be used on the way to one. Players should generally avoid trying to 'get more value out of their buffs' by chasing secondary encounters while a buff from a previous encounter is still functioning. This has a tendency to lead to behavior that is bad for the community/ game. Sometimes though, you finish an encounter and immediately stumble onto another one, and there's nothing wrong with that.
- Long (Game Day): This effect lasts until convergence. Generally, these effects are defensive buffs or major penalties. These effects are used well in advance because you predict you might run into a situation where it will be relevant.
- Extra-Long (Event): These effects are generally the most powerful, costly, or conditional to use. This duration is very rare and mostly appears on rituals.
- Continuous: These effects last for as long as you are using a particular item and stop when you take the item off (only to start again when you put it on again). They exclusively come from magic items and tinkering items.
Using Flags
If an effect requires a flag it will list it to let you know. Any effect that requires a flag does not take start until the flag is put into place. If you do not place the flag within one minute of causing the effect (such as within one minute of casting a spell), the effect ends immediately. Should the flag fall off the effect will also fall off (end) as well. To help avoid this players are allowed to put multiple flags onto a person or object. Only if all flags fall off does the effect end. If multiple effects that require flags are on a single thing, only one flag is required to be placed.
Stacking Effects
When two different effects both enhance the same thing, we call the interaction of those two effects 'stacking'. Characters can benefit from multiple bonuses to the same trait as long as they come from differently named effects. A character cannot benefit from two effects with the same name at once.
Example: A character has 1 Might, they normally deals 1 damage with their sword. Someone casts the Strength spell on them (increasing their Might by 1 for 10 minutes), now they deal 2 damage with their sword. A different person gives them a Strength potion which they drink. These effects have the same name, 'Strength', so the character only gets a bonus once. However, if they were to use a Weapon Stone on their sword (which increases Might with that weapon), they would now deal 3 damage with it for as long as the two effects last. |
Ending Spells Early
Buff spells that have a range other than tag bag can be ended at any time by the target of the spell. The caster of a buff spell can also end it if they touch the target who must be either willing or Helpless and then declare aloud that the spell is over.
Spell Listing
Aegis Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Magic Armor | Aegis | 1 | Long (Game Day) | Touch | Character | Grants the target 2 points of magic armor. | None
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Toughness
| Aegis | 1 | Medium (10 Minutes) | Touch | Character | Give the target 2 extra body points, or protect tougher targets against killing blows. | None
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Spirit Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next poison, acid, or harmful alchemical effect against the target. | A level 1 Aegis spell
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Anti-Magic Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next offensive spell call that hits the target. | A level 1 Aegis spell
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Sanctuary
| Aegis | 3 | Medium (10 Minutes) | Touch | Focal Point | Creates a Sanctuary Field around the caster. | A level 2 Aegis spell
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Improved Magic Armor
| Aegis | 3 | Long (Game Day) | Touch | Character | Grants the target 4 points of magic armor. | A level 2 Aegis spell
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Anti-Magic Aura
| Aegis | 4 | Short (1 Minute) | Touch | Character | Prevents all spells from effecting the target. | A level 3 Aegis spell
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Synchronize
| Aegis | 4 | Special | Touch | Character | Grants the target Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | A level 3 Aegis spell
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Poison Immunity
| Aegis | 5 | Long (Game Day) | Touch | Character | Protects the target against all poison, acid, and harmful alchemical effect calls. | A level 4 Aegis spell
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Aura of Reflection
| Aegis | 5 | Long (Game Day) | Touch | Character | Prevents offensive spells from affecting the target and lets them be cast back. | A level 4 Aegis spell |
Battle Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Magic Strike
| Battle | 1 | Medium (10 Minutes) | Touch | Melee Weapon | Weapon's next hit is deals 4 damage. | None
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Strength
| Battle | 1 | Medium (10 Minutes) | Touch | Character | The target gains +1 Might. | None
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Magic Swarm
| Battle | 2 | Instant | Tag Bag | Character(s) Hit | Creates 4 tag bags that deal 4 Magic each. | 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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Maelstrom
| Battle | 4 | Short (1 Minute) | Tag Bag | Character(s) Hit | For the next minute throw unlimited tag bags that call for 4 'magic' each | 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 |
Compulsion Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Disengage
| Compulsion | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Creates 4 tag bags that call for Disengage. | None
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Weaken
| Compulsion | 1 | Medium (10 Minutes) | Tag Bag | Character(s) hit | Creates 2 tag bags that call for Weaken. | None
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Charm
| Compulsion | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Charm. | A level 1 Compulsion spell
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Silence
| Compulsion | 2 | Short (1 Minute) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Silence. | A level 1 Compulsion spell
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Pin
| Compulsion | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Pin. | A level 2 Compulsion spell
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Memory Loss
| Compulsion | 3 | Special | Tag Bag or Touch | Character(s) Hit or Touched | Causes or cures 2 instances of Memory Loss. | A level 2 Compulsion spell
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Heroism
| Compulsion | 4 | Medium (10 Minutes) | Touch | Character | Temporarily set a target's Body to 10, with some bonus consequences. | A level 3 Compulsion spell
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Terror
| Compulsion | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Terror. | A level 3 Compulsion spell
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Dominate
| Compulsion | 5 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Creates 2 tag bags that call for Dominate. | A level 4 Compulsion spell
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Mind Blank
| Compulsion | 5 | Long (Game Day) | Touch | Character | Makes a target immune to compulsion effects. | A level 4 Compulsion spell |
Enchantment Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Magic Lock
| Enchantment | 1 | Long (Game Day) | Touch | An entryway or container | Hold a door or container magically closed. | None
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Enhance Armor
| Enchantment | 1 | Long (Game Day) | Touch | Physical Armor | Increase a piece of physical armor's protective value by 1. | None
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Enchant Shield
| Enchantment | 2 | Long (Game Day) | Touch | Shield | The enchanted shield prevents the next acid or spell call to hit it. | A level 1 Enchantment spell
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Silvershine
| Enchantment | 2 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal silver damage | A level 1 Enchantment spell
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Enchant Weapon
| Enchantment | 3 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal Elven Steel damage. | A level 2 Enchantment spell
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Spellstore
| Enchantment | 3 | Longest (Event) or until expended | Touch | Weapon | Store the magic of another spell in your weapon to draw upon it later. | A level 2 Enchantment spell
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Dispel Magic
| Enchantment | 4 | Instant | Tag Bag or Touch | Character(s) Hit or Touched | Remove all magical effects beneficial or harmful from a target. | A level 3 Enchantment spell
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Ablative Armor
| Enchantment | 4 | Long (Game Day) | Touch | Armor | Enchance armor to prevent the next two hits without 'Pierce!' that hit it | A level 3 Enchantment spell
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Shadowskin
| Enchantment | 5 | Medium (10 Minutes) | Touch | Character | Make a target temporarily immune to all regular damage. | A level 4 Enchantment spell
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Wraithbane
| Enchantment | 5 | Long (Game Day) | Touch | Weapon | A weapon can deal Elven Steel damage and it does increased damage. | A level 4 Enchantment spell |
Nature Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Conjure Stones
| Nature | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Throw unlimited 1 damage tag bags for 1 minute. | none
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Mend Armor
| Nature | 1 | Instant | Touch | Character or Object | The primary means of repairing armor of all varieties. | None
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Dissipate
| Nature | 2 | Medium (10 Minutes) | Touch | Character | The target gains the Dissipated condition. | A level 1 Nature spell
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Pin Wild
| Nature | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Keep nature creatures, such as fae and animals, from moving, effectively removing them from combat. | A level 1 Nature spell
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Elemental Weapon
| Nature | 3 | Medium (10 Minutes) | Touch | Character | Either allow a persons entire arsenal to deal nature damage or throw four '4 nature' tag bags or throw two '4 primal' tag bags. | A level 2 Nature spell
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Stoneskin
| Nature | 3 | Long (Game Day) | Touch | Character | Gives 2 natural armor to provide extra protection. | A level 2 Nature spell
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Banish
| Nature | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | For when you absolutely need to remove a foe from a fight, making them not able to impact it at all. | A level 3 Nature spell
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Ruin
| Nature | 4 | Short (1 Minute) | Tag Bag or Touch | Character(s) Hit or Weapon | The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. | A level 3 Nature spell
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Leylines
| Nature | 5 | Instant | Self | Self | Flee from any situation travelling to what is ideally a safe location. | A level 4 Nature spell
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Primal Form
| Nature | 5 | Medium (10 Minutes) | Touch | Character | A character takes on characteristics of an elemental and can order natural creatures around. | A level 4 Nature spell |
Necromancy Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Ghastly Visage
| Necromancy | 1 | Medium (10 Minutes) | Touch | Character | Mindless undead think you are one of them. Enter unhallowed areas. | None
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Reap Spirit
| Necromancy | 1 | Special | Touch | Dead or Unconscious Character | Take another persons spark or permanently kill most undead. | None
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Pin Undead
| Necromancy | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Hold undead in their place effectively removing them from combat. | A level 1 Necromancy spell
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Creeping Rot
| Necromancy | 2 | Medium (10 Minutes) | Touch or Tag Bag | Weapon or Character(s) Hit | A weapon can deal poison damage or generate four tag bags that inflict 4 poison. | A level 1 Necromancy spell
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Brackish Boon
| Necromancy | 3 | Medium (10 Minutes) | Touch | Character | Protect a target from harmful poison effects, causing them to become healed instead. | A level 2 Necromancy spell
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Curse
| Necromancy | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Set an enemies total body to 1. | A level 2 Necromancy spell
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Enfeeble
| Necromancy | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Prevent targets from casting spells. | A level 3 Necromancy spell
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Grim Sight
| Necromancy | 4 | Medium (10 Minutes) | Touch | Character | Finds the presence of living or undead around the target. | A level 3 Necromancy spell
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Abomination
| Necromancy | 5 | Medium (10 Minutes) | Touch | Character | The target grows into a huge monster and gains monstrous characteristics. | A level 4 Necromancy spell
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Dreadlord
| Necromancy | 5 | Medium (10 Minutes) | Self | Self | Take on characteristics of the undead and gain the ability to control them. | A level 4 Necromancy spell |
Restoration Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Heal Body
| Restoration | 1 | Instant | Touch | Character | Heal any body damage a target has. | None
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Diagnosis
| Restoration | 1 | Instant | Touch | Character | Learn about any ailments and conditions affecting a target. | None
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Restore Limb
| Restoration | 2 | Instant | Touch | Character | Cures all limb wounds on the target. | A level 1 Restoration spell
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Purify Spirit
| Restoration | 2 | Instant | Touch | Character | Cures a target of all poisons in their body. | A level 1 Restoration spell
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Heal Mortal Wound
| Restoration | 3 | Instant | Touch | Another Character | Heals a target of their torso wound and stops them from bleeding out. | A level 2 Restoration spell
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Resilience
| Restoration | 3 | Medium (10 Minutes) | Touch | Character | Makes a target immune to killing blows and turns all damage against them to blunt. | A level 2 Restoration spell
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Panacea
| Restoration | 4 | Instant | Touch | Character | Heal a target of all wounds and restore their body points. | A level 3 Restoration spell
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Triage
| Restoration | 4 | Medium (10 Minutes) | Touch | Character | Cast certain unlimited lesser Restoration spells for 10 minutes. | A level 3 Restoration spell
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Revive
| Restoration | 5 | Instant | Touch | Character | Heals a dead target, bringing them back to life. | A level 4 Restoration spell
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Second Breath
| Restoration | 5 | Long (Game Day) | Self | Self | The character is revived after taking a torso wound. | A level 4 Restoration spell |
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