Site Index > Rules > Gameplay > Spell Rules > Battle Spells > Strength |
Strength | |
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Spell Name: | Strength
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School: | Battle
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Spell Level: | 1
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Duration: | Medium (10 Minutes)
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Range: | Touch
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Target: | Character
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Flag: | Person
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Dispel: | Yes
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Spell Description: | The target gains +1 Might.
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Prerequisite: | None
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Potion | |
Name: | Strength
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Scarce: | No
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Scroll Information | |
Scarce: | No |
A useful spell for when you need just a little more damage output.
Description
The caster channels Battle magic into a target, helping them grow their might for a coming fight.
Effect
The target gains +1 Might. This does not break cap.
- If the target already has 4 Might, they may end this effect to replace their next strike with 2 Slay (4 Slay if wielding a great weapon), adding the weapon's damage type to the call.
Detailed Interactions
- This spell is particularly helpful to give newer players a damage boost in fights.
- If you already have 4 Might, this spell's utility lies in being able to add a Slay call when fighting monstrous creatures to bypass their armor.
Sample Incants
Septly
The sword of the Soldier grants me Strength!
Neutral
Combat is almost at arm’s length, now is the time to cast Strength!
Evil
The thundering fist of Grak channel through me as I cast Strength!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Strength | Yes | Yes | 4 | Item casts Strength. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Might
For each skill in this sequence, permanently increase the damage you inflict with melee weapons by 1. This is called your Might. Other items and effects can temporarily increase your might further.
Your Might is capped at 2 when using a weapon and shield or dual-wielding a weapon in each hand, unless an item or ability explicitly states that it "breaks cap".
When using a two-handed weapon or a one-handed weapon with nothing in your off hand you are capped at 4 Might, unless an item or ability explicitly states that it "breaks cap".
Skill Name | Skill Tree | Prerequisite(s) | Skill Point Cost | Description
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Might Training | Combat | None | Free | Deal 1 damage with melee weapons.
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Might Proficiency
| Combat | Might Training | 3 | Deal 2 damage with melee weapons.
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Might Expertise
| Combat | Might Proficiency | 4 | Deal 3 damage with melee weapons.
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Might Mastery
| Combat | Might Expertise | 5 | Deal 4 damage with melee weapons. |
Slay Calls
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
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 1 Spells | Might | Slay Calls
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