Spell Introduction

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Important note: Everything on this page is © 1998-2011 Aaron Mortensen. All rights reserved.


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[edit] Introduction to Spells

The last thing players choose for their characters are spells/special abilities. While this game is a “class-less” system, I still wanted a way to divide up the spells/special abilities. As long as the character has at least one rank in the appropriate “class” they can choose any of the spells/special abilities listed in each section. There are six “classes” of spells/special abilities. They are: Warrior, Psychic, Black Magic, White Magic, Illusion, and Super Force.

Ex: Jacob wants to learn spells from the Black Magic list, but in order to do that, he needs at least one rank in the black magic skill.

Spells/special abilities can be leveled up just like skills can except characters have complete control over what they want the spell to do. For example, when the character decides to “upgrade” a spell he already knows, he can choose to increase the range, damage, DC, radius, etc… (if applicable by the spell). To do that, the player just spells the same amount of SP it was required to learn the spell in the first place.

Ex: Chrissi wants to learn the spell “Air Blast” (listed below). To do that, she spends 2 SP. She then learns the spell as it is written. She then decides to increase it to level 2. She spends 2 more SP and can choose to increase any of the following: Damage, range, radius, DC and even decreasing the amount of PE required to cast. Some items, such as radius, have a maximum that can be increased, in this spell, the maximum that the radius could be increased would be 30’. Most spells, if not all, can at least have the PE reduced to a minimum amount (as done in intervals of 5 only).

But like skills, a maximum level can be reached. The maximum number of spells known is equal to your INT but the maximum number of levels that any one particular spell can reach is equaled to your level in that “class” of spells.

Ex: Joe has a black magic level of 5 which means that no one spell can go higher than level 5 until his black magic skill is increased.

[edit] How to Cast spells

In order to cast a spell or special ability, the caster must beat the spell's CAST DC.

To beat the CAST DC the character rolls a 1d20, applies her WSKL attribute, and any Specialization or Mastery skills. If the caster critically fails a cast by rolling a 1, the spell goes haywire and the DM rolls on the Spell Failure table. If the character succeeds, the spell is cast.

As spells are increased in level, the difficulty to cast that spell gets harder. For every level past the first, the CAST DC is increased by +1. For example, when a spell reaches level two, the CAST DC is increased by +1 making it just a bit harder for the character to cast.

Specialization and Mastery skills allow characters to add in a bonus when using a particular spell of that sub type. For example, if you where to have Fire Specialization under black magic at rank 1, any fire spell from the Black Magic spells would have a +1 bonus to reduce the CAST DC.

Warrior Abilities differ slightly in variation to normal casting. Certain warrior abilities require both a cast and the warrior to then strike a target. Such situations require a normal cast then a normal roll to strike. If the ability requires the warrior to strike after casting the spell, it will list so under it. Other abilities, while directly magical, may not require a CAST DC. Casting is exactly the same for those with a CAST DC, it's a 1d20 + WSKL however there is no specialization or mastery for warrior abilities.

The short version is this:

1d20 + WSKL + Mastery = Cast

If Cast is higher than the CAST DC of the spell, it fires.

[edit] Format of Spells

Here is a sample spell:

Air Blast

Dmg: 1d6 SP: 2 Level
Sgd: None Cost: 30 PE +1d6 damage
Odg: None Save: STR DC 15 +5’ range
Rg: 120’ away Cast: 4 +5’ radius (max. 30’)
Rd: 10’x10’ +1 DC (25) +2
Dur: Instant -5 PE (min. 15)

A wave of air with the same power as a Tsunami hits an area 10’x10’ chosen by the caster up to 50’ away at speeds up to 130mph; that burns the targets doing 1d6 damage.

The name of the spell is at the top in bold.
Dmg (Damage) is the non-elemental damage of the spell.
Sgd (special Damage) is the elemental damage of the spell (such as fire, ice, or dark damage).
Odg is Other damage such as knock back, stun, or other effects associated with the spell.
Rg is the Range of the spell.
Rd is the radius the spell affects.
Dur is the duration in which the spell takes place. Instant means the spell only takes one turn for the spell to take effect. Spells with rounds or turns means that the spell lasts for the designated duration.
SP is the skill points required to learn the spell as well as increase it in levels.
Cost is the amount of Potential Energy needed to cast the spell.
Save is the DC defending characters must beat in order to suffer less damage.
Cast is the DC that the character must beat in order to cast the spell.
Level is where the character can increase the spell's effects such as damage, range, radius or DC. when the character wants to level up the spell, he spends the SP and then chooses one item under level to increase for that spell.

When leveling up the DC of the spell, at certain intervals the bonus per level will change. In this example, when the DC reaches a STR DC of 25, the bonus per level changes to +2 instead of +1. This is reflected next to the increase under the Level column and reads: +1 DC (25) +2; which reads "when the DC reaches 25, it changes to +2 per level".

[edit] Universal Spell Rules

Below are a list of rules that are based on every spell unless the spell dictates otherwise.

1. Weapons and Armor that are created magically disappears once the caster is disarmed, takes off the armor, or simply lets go of it. This goes for any illusional weapon or armor, white magic weapon spells, and the plasma weapons or shields created by the super force techs. Also, unless stated, weapons do not gain a bonus for weapon skill.

2. Different status effects stack. So a character can have frostbite and burn status effects placed on them at the same time. However the same status effect does not stack. If an additional frostbite is placed on the target, the new duration is rerolled.

3. Along with stacking bonuses or negatives, the same spell bonus cannot stack. For example, a character can only have one Fleeting spell cast on them at one time. The bonuses do not stack however one could have Fleeting and Swift Aura on them at one time.

4. Radius, cone, and line spells that are damaging do not affect allies. Same goes for buffs, they do not affect the caster's enemies. However some spells do affect both. They will be stated in the spell. On that same note, unless stated, radius, line, and cone spells do not go through objects or walls and only affect enemies. If there is an animated object such as a chair, it is not considered an object and is treated as an enemy/ally.

5. Every time you increase a spell in a level, the Cast DC increases by +1.

6. Damage (Dmg) done by spells can be reduced with AC however it also does damage to the armor's ST. Special Damage (sdg) is usually elemental damage and can only be reduced by MGD and resistances. Elemental damage does not affect armor ST.

7. Save DC's grow in rate per level when a certain point is reached. For example, a spell will list +1 DC (25) +2, this means when the base save DC reaches 25, the +1 per level now increases to +2 per level.

8. Unless stated, spells cannot be turned off by the caster.

9. Spells with the "No MGD applies to reduce damage" note means that the target's MGD does not apply, however he can still use his resistances to reduce the elemental damage.

10. Draining damage cannot be reduced by defenses or resistances.

11. Damage or status effects that are done on a per round basis start immediately once the spell is cast. For example if a spell did 1d10 cosmic damage every round for 3 rounds, all targets affected would have to make a save immediately after the spell is cast. This is considered 1 round. On the caster's next turn, it is round 2, and goes on until the spell ends.

12. Most spells and abilities are not "quiet" when they are being cast. They are accompanied by swirls of light, magic, fire, ice, or any number of audio and visual queues. Attempting to cast even a simple fire ball spell while trying to remain hidden will almost certainly give the character away.

[edit] Magical Damage

Magic Defense reduces the damage done from elemental damage such as fire, psychic, or illusion. Resistances allow a character to reduce specific damage. If affected by an ability with multiple damage types, the player and DM follow these rules.

Jon is hit with a spell that does 5 fire damage, 3 dark damage, and 4 electric damage in one attack. He has a MGD of 4 and a dark resistance of 3. He is also vulnerable to electricity and receives double damage from it.

First, the player reduces the damage with his resistances. This would eliminate the dark damage completely. Next, the player can choose to apply his MGD to reduce the remainder damage as he sees fit. In this case, since Jon is vulnerable to electricity, it changes the 4 damage to 8 damage. Now he can choose to reduce the 5 fire damage or 8 electric damage however he wishes with his 4 MGD. However, in most instances, it’s just 13 elemental damage as he has no other resistances to overcome. This would basically translate into 9 damage to Jon.

It is imperative that you double the effects or apply the effects of negative or positive buffs to damage first. In this case, double the electric damage before applying resistances. If Jon would have had an electric resistance of 2, but was still electric vulnerable, the electric damage would still be doubled first before applying his resistance.

It should also be noted that this is done per attack. For example every separate damage would have this done. If the character was hit by 4 spells at the same time, the defenses are still applied for each separate attack. This also applies to physical damage when applying the character’s DEF to separate attacks.

[edit] Making the spell tables

To see how i did the table, view it here under the help:
http://www.liquidmateria.info/wiki/index.php?title=Help:Tables

Or you can just hit edit and copy the code for the spell and then just change the spell info. That's probably what I'm going to do so that I do not have to type out the new table every Fucking time.


ANOTHER EXAMPLE DONE BY HARLEQUINN

Asphyxiation

Dmg: 3d10 SP: 15 Level
Sgd: None Cost: 100 PE +1d10 damage
Odg: Caster suffers 1d10 per target Save: CON DC 20 +5’ range
Rg: none Cast: 20 + 1 DC
Rd: 10’x10’x10' +5'radius (max. 30')
Dur: Instant -5 PE (min. 100)

When cast, all air is swept into the caster trying to suffocate all nearby targets in a 10’x10’x10’ cube. Those who save or do not need air to survive are not affected. Those targets who have less that 6 HP will be instantly vaporized. Otherwise the targets take 3d10 damage and pass out for 1d4 rounds. The caster suffers 1d10 damage per every target affected (note: if caster drops below 6 HP he is instantly killed, not vaporized).

[edit] Another Example

When I paste the spells from my word documents, it's going to look something like this:

Fumble Dmg: None SP: 4 Level Sgd: None Cost: 40 PE +5’ radius (60) Odg: -4 to all actions Save: STR DC 10 +1d4 turns Rg: None Cast: 7 +1 DC Rd: 20’x20’ -5 PE (20) Dur: 1d4 turns -1 to actions This affects a battlefield of 20’ in radius centered around the caster. Every enemy within the area suddenly becomes clumsy and awkward dealing a –4 to all actions. The duration of the spell is 1d10 turns.

The table values will go from left to right, so Fumble is the name of the spell, Dmg is None, SP is 4, then level. Eventually, when you just put the values in the table, it will look like this:


Fumble

Dmg: None SP: 4 Level
Sgd: None Cost: 40 PE +5' radius
Odg: -4 to all actions Save: STR DC 10 +1d4 turns
Rg: none Cast: 7 + 1 DC
Rd: 20’x20’ -5 PE (min. 20)
Dur: Instant -1 to all actions

This affects a battlefield of 20’ in radius centered around the caster. Every enemy within the area suddenly becomes clumsy and awkward dealing a –4 to all actions. The duration of the spell is 1d10 turns.

Take some practice spells and try to make your own tables with my spells. It's ok if you dont get it right the first time. Any work you do is less work I have to do. It also means we're just that much closer to finishing this Game.

I will be pasting spells in large groups and will attempt to do a few at a time when i paste them, just so that the table is on the edit page when you go to edit the spells for me. It will be confusing at first, but everyone will eventually get it.

[edit] Copywrite Info

On the top of every page, I require this:

{{Geo}}

Copy and paste that to the VERY TOP of the new page you are editing. If you click to edit a page and that code isn't at the top of the page, please put it there.

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