Spellburst

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Spellburst

Spell Information

Battle School

Spell Name: Spellburst

School: Battle

Spell Level: 2

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: No

Dispel: Yes

Spell Description: The target's spells produce handfuls of tag bags.

Prerequisite: A level 1 Battle spell

Potion

Name: Spellburst

Scarce: No

Scroll Information

Scarce: No

This spell lets you hit multiple targets at once and frees you from worrying about aiming your ranged attacks.

Description

Gathering magical energy together, the caster channels it into other spells to make them hit in a wider area of effect.

Effect

Whenever you cast a spell that produces tag bags, you instead throw a handful of tag bags for each one the spell would have generated.

Detailed Interactions

  • A handful is defined here as "However many tag bags the caster can reasonably fit in a single hand".
  • A target of a spell that is affected by Spellburst cannot be damaged by more than one tag bag per handful thrown.
    • For instance, if the caster has Spellburst active and casts Slaying Swarm each target will only take 4 Magic Slay damage per handful of tag bags, even if they are hit by more than one from that handful.
  • Spells that generate infinite numbers of tag bags, such as Conjure Stones, can all be thrown as handfuls as long as Spellburst is active.

Sample Incants

Septly

Soldier give me the power to overcome armies with Spellburst!

Neutral

My incants seem unrehearsed, the way I cast Spellburst!

Evil

Grak as my witness I call forth the destruction of Spellburst!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Spellburst

Yes Yes 8 Item casts Spellburst. May be taken multiple times. Can be cast 1/event for each time taken.

References

Tag Bags

Tag bags represent spells flying through the air or thrown alchemical vials and may not be thrown without one of those things telling you to use a tag bag. The source that allows you to throw the tag bag will tell you what to call when you throw the tag bag.

Characters may not hold a tag bag in their hand unless they have cast a spell in the last minute that has a range of tag bag, or they are representing a thrown alchemical item being in their hand.

Tag Bag Props

A tag bag is an out-of-character prop created by sewing two squares of cloth together and filling them with bird seed. All tag bags should be biodegradable so that in the likely event that some get lost in the woods litter isn't left everywhere.

Players are required to provide their own tag bags if they are needed.

The size of a finished tag bag should be larger than a golf ball and smaller than a tennis ball. Any color cloth can be used. Tag bags must be pliable and soft enough to not cause injury when thrown. Materials used should be soft, smooth, and not spill birdseed. The ends should be sewn shut or sealed with cloth tape. Tag bags should be kept in good condition. Worn or damaged ones should be retired from play.

Leather, rubber, plastic, tape, foil, staples, pins, plastic ties and plastic tape are all prohibited from being used in a tag bag.

A downloadable guide for making tag bags with pictures can be found here.

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

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.

Categories: Spells | Battle Spells | Level 2 Spells | Tag Bag Spells


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