Difference between revisions of "Journey: Spells"

From Trinity Wiki
Jump to: navigation, search
Line 1: Line 1:
 +
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 xp
+
   '''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 feet
+
   '''Range:''' 50 ft
 
   '''Target:''' One creature
 
   '''Target:''' One creature
 
   '''Duration:''' Instant
 
   '''Duration:''' Instant
   '''Dice Pool:''' Spellcraft + Intelligence
+
   '''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 the target, you deal lightning damage to the target equal to
+
   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
   an Arcana skill check.
+
  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 upgrade to this spell after the first increases the xp cost for future upgrades by +1.
+
   Each time you improve this spell's rank, you may select one of the following upgrades.
 
   
 
   
     ''Range (1 xp):'' The range of this spell is increased by 5 feet. You can take this upgrade multiple times.
+
     ''Range:'' The range of this spell is increased by 5 feet. You can take this upgrade multiple times.
     ''Effect (2 xp):'' You gain a dice pool for this spell, starting at 1d2. Add this spell's dice pool to the attack roll and
+
     ''Unerring:'' You gain a +1 power bonus on the attack roll for this spell. You can take this upgrade multiple times; the power
damage dealt. You can take this upgrade multiple times; each time you do, improve the dice pool associated with this spell.
+
bonus cannot exceed your Potential.
     ''Shock (3 xp):'' If you successfully hit with this spell, the creature is (stunned) for a number of ticks equal to the amount
+
     ''Shock:'' If you successfully hit with this spell, the creature is (stunned) for a number of ticks equal to the amount by which
by which you overcame the opposed roll.
+
you overcame the opposed roll. (Requires: Rank 3 [1d6])
     ''Lasting Shock (4 xp):'' The ''shock'' effect lasts an additional tick for each point by which you overcame the opposed roll.
+
     ''Area:'' This spell now affects a 5-ft line extending from you to the extent of the range. (Requires: Rank 4 [1d8])
You can take this upgrade multiple times. (Requires: ''Shock'')
+
    ''Lasting Shock:'' The ''shock'' effect lasts an additional tick for each point by which you overcame the opposed roll. You can
     ''Area (10 xp):'' This spell now affects a 5-ft line extending from you to the extent of the range.  
+
take this upgrade multiple times. (Requires: ''Shock'', Rank 5 [1d10])
     ''Chain Lightning (6 xp):'' When you cast this spell, you may spend an additional 4 mana tokens. If you do, you can target
+
     ''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])