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Magic Swarm | |
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Spell Name: | Magic Swarm
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School: | Battle
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Spell Level: | 1
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Duration: | Instant
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Range: | Touch or Tag Bag
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Target: | Weapom or Character(s) Hit
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Flag: | No
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Dispel: | No
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Spell Description: | Allows the caster to call for 'Magic!' damage.
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Prerequisite: | None
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![]() Scroll Information | |
Scarce: | No |
Hurling darts of eldritch power is one of the most basic tools in the Battle school.
Description
The caster calls forth sorcerous energy and throws it, causing damage to their opponents.
Effect
Creates 4 tag bags that each inflict '2 Magic!' damage or the next 4 legal hits of a weapon call for '<Might>/<Accuracy> Magic!'.
Detailed Interactions
- Shields: Can block this if it is being delivered via a melee strike.
- Thanks for the target: Magic Swarm is the easiest way to throw damaging tag bags that can't be blocked by shields, at a cost of only 1 power point.
- Sorry that you're dead: This is a quintessential beginner spell used to get access to the 'Magic!' damage type, which is useful against many undead.
Sample Incants
Septly
With the might of the Soldier, I cast Magic Swarm!
Neutral
Never deviate from the norm, it can be fixed with Magic Swarm!
Evil
Tendrils of energy spew from my fingertips as I cast Magic Swarm!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Magic Swarm | Yes | Yes | 8 | Item casts Magic Swarm. 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.
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 1 Spells | Magic Calls | 4 Tag Bag Spells
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