Difference between revisions of "Journey: Spells"
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+ | Here's where we talk about spells. | ||
+ | |||
+ | ==Spell Overview== | ||
+ | Every spell is a skill in its own right (just like standard skills), and has a dice pool. Spells are slightly more complicated than other skills, however, and as such, their dice pools are not listed in the stat blocks; you have to read the spell description to get a better feel for what the spell utilizes. | ||
+ | |||
+ | In addition to the spell's dice pool, many spells call upon other skills, as well; chief amongst these are '''Skill: Arcana''', '''Skill: Spellcraft''', and '''Skill: Concentration'''. | ||
+ | |||
+ | ===Spell Stats=== | ||
+ | '''Name''' | ||
+ | : The name by which the spell is commonly referred. | ||
+ | |||
+ | '''Spell [Type]''' | ||
+ | : Indicates any descriptors of the spell, if applicable. Descriptors interface with other game elements. | ||
+ | |||
+ | '''XP Cost''' | ||
+ | : The cost, in XP, to learn the spell. You can gain further training in the spell, improving its dice pool (and gaining other advantage, as well, dependent on the spell), but doing so costs additional XP. | ||
+ | |||
+ | '''Mana Cost''' | ||
+ | : The cost in '''mana tokens''' to cast the spell. If you do not have sufficient mana tokens, you cannot cast the spell; if you do not have a '''mana token pool''', you cannot cast spells at all. | ||
+ | |||
+ | '''Action Cost''' | ||
+ | : The action cost of the spell. Spells that can reasonably be used in combat will use one of the standard action types, or list an action cost in ticks. | ||
+ | |||
+ | : Some spells may have the (Channeled) modifier, meaning that you are actively casting the spell until your next turn. Such a spell can be interrupted or suffer from pushback if you suffer damage or are otherwise inconvenienced while casting. | ||
+ | |||
+ | '''Action Type''' | ||
+ | : The action type of the spell. This interfaces with other game elements. | ||
+ | |||
+ | '''Range''' | ||
+ | : The range of the spell, expressed in normal measurements. | ||
+ | |||
+ | '''Duration''' | ||
+ | : The duration of the spell's effect, listed in either normal increments or in ticks. | ||
+ | |||
+ | '''Dice Pool''' | ||
+ | : The total dice pool used for the spell. If this entry is not listed, then the spell is more complicated than a single dice pool roll. | ||
+ | |||
+ | '''Avoid''' | ||
+ | : If the effect of the spell can be avoided, the appropriate skill is listed here. | ||
+ | |||
+ | ==Spell Descriptions== | ||
+ | |||
'''LIGHTNING BOLT''' | '''LIGHTNING BOLT''' | ||
Spell [Lightning] | Spell [Lightning] | ||
− | '''Cost to Learn:''' 4 | + | '''Cost to Learn:''' 4 + 2/rank |
− | '''Mana Cost:''' 3 | + | '''Mana Cost:''' 3 + 1/rank |
'''Action Cost:''' Standard | '''Action Cost:''' Standard | ||
'''Action Type:''' Spell (Attack) | '''Action Type:''' Spell (Attack) | ||
− | '''Range:''' 50 | + | '''Range:''' 50 ft |
'''Target:''' One creature | '''Target:''' One creature | ||
'''Duration:''' Instant | '''Duration:''' Instant | ||
− | '''Dice Pool:''' | + | '''Dice Pool:''' This + Spellcraft |
'''Avoid:''' Reflex (Negates) | '''Avoid:''' Reflex (Negates) | ||
'''Take Min/Avg/Max?:''' No / Yes / No | '''Take Min/Avg/Max?:''' No / Yes / No | ||
− | You hurl a bolt of lightning at your target. If you successfully hit | + | You hurl a bolt of lightning at your target. Make an attack roll with this spell's aggregate dice pool (the dice pool for this |
− | + | skill plus your Spellcraft skill), opposed by your target's Reflex skill. If you successfully hit, you deal damage to the target | |
+ | equal to a skill check with this skill. | ||
'''UPGRADES''' | '''UPGRADES''' | ||
− | Each | + | Each time you improve this spell's rank, you may select one of the following upgrades. |
− | ''Range | + | ''Range:'' The range of this spell is increased by 5 feet. You can take this upgrade multiple times. |
− | '' | + | ''Unerring:'' You gain a +1 power bonus on the attack roll for this spell. You can take this upgrade multiple times; the power |
− | + | bonus cannot exceed your Potential. | |
− | ''Shock | + | ''Shock:'' If you successfully hit with this spell, the creature is (stunned) for a number of ticks equal to the amount by which |
− | + | you overcame the opposed roll. (Requires: Rank 3 [1d6]) | |
− | '' | + | ''Area:'' This spell now affects a 5-ft line extending from you to the extent of the range. (Requires: Rank 4 [1d8]) |
− | + | ''Lasting Shock:'' The ''shock'' effect lasts an additional tick for each point by which you overcame the opposed roll. You can | |
− | '' | + | take this upgrade multiple times. (Requires: ''Shock'', Rank 5 [1d10]) |
− | ''Chain Lightning | + | ''Concussion:'' You gain a +1 power bonus to damage dealt with this spell. You can take this upgrade multiple times; the power |
+ | bonus cannot exceed your Potential. (Requires: Rank 6 [1d12]) | ||
+ | ''Chain Lightning:'' When you cast this spell, you may spend an additional 4 mana tokens. If you do, you can target | ||
another creature within 30 feet of the original target; use the same attack roll, but the damage the second target takes is half of | another creature within 30 feet of the original target; use the same attack roll, but the damage the second target takes is half of | ||
− | what the primary target took. | + | what the primary target took. (Requires: Rank 7 [1d12+1d2]) |
[[category:Journey]] | [[category:Journey]] |
Revision as of 02:22, 19 August 2008
Here's where we talk about spells.
Spell Overview
Every spell is a skill in its own right (just like standard skills), and has a dice pool. Spells are slightly more complicated than other skills, however, and as such, their dice pools are not listed in the stat blocks; you have to read the spell description to get a better feel for what the spell utilizes.
In addition to the spell's dice pool, many spells call upon other skills, as well; chief amongst these are Skill: Arcana, Skill: Spellcraft, and Skill: Concentration.
Spell Stats
Name
- The name by which the spell is commonly referred.
Spell [Type]
- Indicates any descriptors of the spell, if applicable. Descriptors interface with other game elements.
XP Cost
- The cost, in XP, to learn the spell. You can gain further training in the spell, improving its dice pool (and gaining other advantage, as well, dependent on the spell), but doing so costs additional XP.
Mana Cost
- The cost in mana tokens to cast the spell. If you do not have sufficient mana tokens, you cannot cast the spell; if you do not have a mana token pool, you cannot cast spells at all.
Action Cost
- The action cost of the spell. Spells that can reasonably be used in combat will use one of the standard action types, or list an action cost in ticks.
- Some spells may have the (Channeled) modifier, meaning that you are actively casting the spell until your next turn. Such a spell can be interrupted or suffer from pushback if you suffer damage or are otherwise inconvenienced while casting.
Action Type
- The action type of the spell. This interfaces with other game elements.
Range
- The range of the spell, expressed in normal measurements.
Duration
- The duration of the spell's effect, listed in either normal increments or in ticks.
Dice Pool
- The total dice pool used for the spell. If this entry is not listed, then the spell is more complicated than a single dice pool roll.
Avoid
- If the effect of the spell can be avoided, the appropriate skill is listed here.
Spell Descriptions
LIGHTNING BOLT Spell [Lightning] Cost to Learn: 4 + 2/rank Mana Cost: 3 + 1/rank Action Cost: Standard Action Type: Spell (Attack) Range: 50 ft Target: One creature Duration: Instant Dice Pool: This + Spellcraft Avoid: Reflex (Negates) Take Min/Avg/Max?: No / Yes / No You hurl a bolt of lightning at your target. Make an attack roll with this spell's aggregate dice pool (the dice pool for this skill plus your Spellcraft skill), opposed by your target's Reflex skill. If you successfully hit, you deal damage to the target equal to a skill check with this skill. UPGRADES Each time you improve this spell's rank, you may select one of the following upgrades. Range: The range of this spell is increased by 5 feet. You can take this upgrade multiple times. Unerring: You gain a +1 power bonus on the attack roll for this spell. You can take this upgrade multiple times; the power bonus cannot exceed your Potential. Shock: If you successfully hit with this spell, the creature is (stunned) for a number of ticks equal to the amount by which you overcame the opposed roll. (Requires: Rank 3 [1d6]) Area: This spell now affects a 5-ft line extending from you to the extent of the range. (Requires: Rank 4 [1d8]) Lasting Shock: The shock effect lasts an additional tick for each point by which you overcame the opposed roll. You can take this upgrade multiple times. (Requires: Shock, Rank 5 [1d10]) Concussion: You gain a +1 power bonus to damage dealt with this spell. You can take this upgrade multiple times; the power bonus cannot exceed your Potential. (Requires: Rank 6 [1d12]) Chain Lightning: When you cast this spell, you may spend an additional 4 mana tokens. If you do, you can target another creature within 30 feet of the original target; use the same attack roll, but the damage the second target takes is half of what the primary target took. (Requires: Rank 7 [1d12+1d2])