Ruin

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Ruin

Spell Information

Spell Name: Ruin

School: Nature

Spell Level: 4

Duration: Short (1 Minute)

Range: Tag Bag or Touch

Target: Character(s) Hit or Weapon

Flag: None or Weapon

Dispel: Circumstantial

Spell Description: Enchant a weapon to deal 'Acid!' damage or throw infinite 'Acid!' tag bags.

Prerequisite: A level 3 Nature spell

Oil

Oil Name: Ruin

Item Level: 2

Scarce: Yes

Scroll Information

Scarce: No

Shields are a powerful defense; sometimes the only way to get past them is to break them.

Description

The caster channels caustic energy from the elements, allowing them to inflict 'Acid!' damage.

Choose one of the following effects:

Detailed Interactions

Sample Incants

Septly

Elemental let those who bring Ruin taste their own destruction.

Neutral

Nature heed my calls, help me Ruin shield walls.

Evil

Great corruptor Nox, Ruin all which stands in my way.

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Ruin

Epic Only Epic Only 16 Item casts Ruin. May be taken multiple times. Can be cast 1/event for each time taken.

References

The 'Acid!' Call

The 'Acid!' 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 Acid!' damage, otherwise it will only inflict the Acid Residue condition and no damage.

Tag bags or arrows that call for 'Acid!' count as weapons and may always be blocked with a shield. However, when 'Acid!' damage hits a shield for a cumulative total of 4 damage it will break it, causing the Broken Equipment condition.

The 'Acid!' call can also be used to modify offensive effect calls. When this happens, the call is no longer counted as a spell (if it was) and it can now be blocked by shields. The attack now applies the Acid Residue condition in addition to whatever other conditions the other call applies. Any conditions applied by that call are now all removed when the Acid Residue condition is removed. Any defense which prevents 'Acid!' 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 | Nature Spells | Level 4 Spells | Acid Calls | Infinite Tag Bags


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