Site Index > Rules > Gameplay > Spell Rules > Battle Spells > Transcendence |
Transcendence | |
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Spell Name: | Transcendence
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School: | Battle
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Spell Level: | 3
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Duration: | Long (Game Day)
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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: | Causes target's spells to generate extra tag bags.
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Prerequisite: | A level 2 Battle spell
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Potion | |
Name: | Transcendence
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Scarce: | No
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Scroll Information | |
Scarce: | No |
Make your magic create more tag bags than before.
Description
The target stores magical energy for later use, allowing them to generate more power when casting future spells.
Effect
When the target benefiting from this spell effect casts a spell which generates tag bags, they generate 1 additional tag bag of the same type.
- If a spell can generate more than one kind of tag bag, the target benefiting from this spell effect chooses which type of additional tag bag generates.
Detailed Interactions
- This affects spells cast using your own power, casting from a scroll, or casting a spell using a magic item.
- Transcendence does well when paired with other spells that generate very few tag bags to get increased value out of them, such as Dominate. This makes Transcendence particularly useful for those who wish to cast a lot of Compulsion spells.
- Transcendence has no effect on spells that generate infinite tag bags, such as Conjure Stones or Devestation.
- It's worth pointing out the duration is game day so you don't have to get all the value from this spell right away, it can be spread out over a long period of time.
Sample Incants
Septly
Your transgressions demand repentance, for the Sept I cast Transcendence!
Neutral
With Transcendence I will bring the arcane crashing down upon you!
Evil
By powers the weak abhor, Transcendence makes me something more.
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Transcendence | Yes | Yes | 12 | Item casts Transcendence. 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 3 Spells | Tag Bag Spells
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