Spellcasting: Difference between revisions
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The caster must use a vocal (speak a few words appropriate for spellcasting). They must also have one hand free (that is, not ruined by {{Call|CLEAVE}} and not holding a weapon or other item) to cast a spell.<br> |
The caster must use a vocal (speak a few words appropriate for spellcasting). They must also have one hand free (that is, not ruined by {{Call|CLEAVE}} and not holding a weapon or other item) to cast a spell.<br> |
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− | An exception is that you may cast while holding a clearly magical implement such as a wand, rod, or staff. This may be [[Safety#Weapon safety|weapon-safe]] - if so, you may strike with it in melee for implied {{Call|SINGLE}} (if you are [[Items and equipment#Weapons|proficient]] with a weapon of that size) or {{Call|ZERO}}, but you may not use it for any other melee calls.<br> |
+ | An exception is that you may cast while holding a clearly magical implement such as a wand, rod, or staff. This may be [[Safety#Weapon safety|weapon-safe]] - if so, it is considered a weapon and you may strike with it in melee for implied {{Call|SINGLE}} (if you are [[Items and equipment#Weapons|proficient]] with a weapon of that size) or {{Call|ZERO}}, but you may not use it for any other melee calls.<br> |
After casting a spell, a character cannot cast another spell for five seconds. |
After casting a spell, a character cannot cast another spell for five seconds. |
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Revision as of 16:23, 1 October 2016
The magic of Breaking Worlds takes many forms. The two main types of magical ability within the game are spells and rituals.
Spells
A Spell is a supernatural effect delivered by touch or at range. These almost always have a call to indicate the effect.
Spells can be targetted in five ways:
- A self range spell only affects the caster.
- A touch range spell requires the caster to be close enough to touch the target. Unless it is also explicitly a self range spell, the caster may not use it on themself.
- A ranged spell can be used on a target up to five metres away, and requires the caster to clearly indicate the target (such as by calling their name or description).
- A mass spell uses the MASS call, which affects anyone within a five-metre radius of the caster. The caster may delineate an area of effect with their arms.
- A wide spell uses the WIDE call, which affects anyone within a ten-metre radius of the caster. At an interactive, it affects everyone present.
The caster must use a vocal (speak a few words appropriate for spellcasting). They must also have one hand free (that is, not ruined by CLEAVE and not holding a weapon or other item) to cast a spell.
An exception is that you may cast while holding a clearly magical implement such as a wand, rod, or staff. This may be weapon-safe - if so, it is considered a weapon and you may strike with it in melee for implied SINGLE (if you are proficient with a weapon of that size) or ZERO, but you may not use it for any other melee calls.
After casting a spell, a character cannot cast another spell for five seconds.
Rituals
A Ritual is a supernatural effect that may have multiple participants and takes more time than a spell. Rituals are categorised as Minor, Major, or Epic, in the same way as EFFECTs.
- A minor ritual is slower and more complex than a spell, but still fairly routine. Anyone with the required skill is able to perform a minor ritual with two minutes of appropriate roleplay. However, they can sometimes increase the effect of the ritual by making additional efforts (see below). A character may be the target of any given minor ritual up to twice per day.
- A major ritual is a significant and impressive work of magic. Performing a major ritual takes at least two minutes and requires additional costs (typically at least two or three from the list below, and ideally more). A character may be the target of any given major ritual up to once per day.
- An epic ritual is an exceptional feat of magic. Performing such a ritual takes several minutes and requires substantial additional costs (examples from the list below) as well as a suitable plot opportunity - the Guides can advise on this.
Ways of increasing the power of a ritual include, but are not limited to:
- Performing the ritual with several participants
- Performing the ritual with the assistance of one or more spirits
- Performing the ritual in a place of power
- Sacrificing a substantial amount of silver
- Sacrificing gold
- Sacrificing something with inherent magical or spiritual power (including people!)