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rules:spells:start [2025/06/18 19:52] – Ron Helwig | rules:spells:start [2025/07/27 21:39] (current) – Ron Helwig | ||
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- | << rules:domain_cards:start ^ rules:start ^ rules:spell_cards:start >> | + | << rules:domains:weaponmaster |
+ | |||
+ | # Spells | ||
+ | |||
+ | Not all Domains provide access to spells, but those that do follow these shared rules. | ||
+ | |||
+ | Spells are written on Feature cards, just like other Domain abilities. They must be concise enough to fit entirely on a card, and clear enough to be usable at the table without looking up extra rules. | ||
+ | |||
+ | ## Spell Tags | ||
+ | |||
+ | Each spell includes **tags** to help identify its nature and usage. One of the following **magic source tags** is required: | ||
+ | |||
+ | - `Arcane` | ||
+ | - `Divine` | ||
+ | - `Nature` | ||
+ | |||
+ | These source tags define the *type* of magic involved. Domains that grant spellcasting will specify which spell types they can access. | ||
+ | |||
+ | Additional tags may include: | ||
+ | - `Evocation`, | ||
+ | - `Ritual` – can be cast without a slot if time and tools permit | ||
+ | - `Reaction` – may be used off-turn if the caster is allowed to react | ||
+ | |||
+ | ## Action Cost | ||
+ | |||
+ | All spells include an **Action Cost**, expressed in terms of the system' | ||
+ | |||
+ | Examples: | ||
+ | - *1 Action* – costs 1 point of Action Load | ||
+ | - *2 Action* – costs 2 Action Load points (more effort or complexity) | ||
+ | |||
+ | Some spells include **optional enhancements** that increase Action Load for extra effects. These will be described clearly in the spell text, such as: | ||
+ | |||
+ | > “You may choose to increase your Action Load by 1 to fire an additional dart.” | ||
+ | |||
+ | Optional costs are never written into the base **Action Cost line**. Only required costs appear there. | ||
+ | |||
+ | ## Casting Mechanics | ||
+ | |||
+ | **The casting resource system is determined by the Domain.** Domains interpret this according to their own rules. For example: | ||
+ | |||
+ | - **Pact Domains** use a small number of high-Tier slots that refresh on a **short rest** | ||
+ | - **Arcane Domains** may use a **Vancian slot system**, with multiple spells per day per Tier | ||
+ | - **Divine Domains** might use a **roll-to-cast system** and track individual spell failures | ||
+ | - **Mana-based Domains** may assign a **point cost per Tier** and draw from a common pool | ||
+ | |||
+ | Each Domain’s base card defines: | ||
+ | - The available Tiers | ||
+ | - The number of spell uses or slots | ||
+ | - The refresh method (e.g. rest, ritual, daily) | ||
+ | |||
+ | Domains may also provide rules for regaining or recovering spells during play. | ||
+ | |||
+ | ## Cantrips and Free Spells | ||
+ | |||
+ | Cantrips typically do not consume spell slots or mana. They may be cast freely each turn, subject to: | ||
+ | - Action Load limits | ||
+ | - Aspect requirements (some cantrips may perform poorly if your Aspect is too low) | ||
+ | |||
+ | Some passive or always-on spells may be marked as: | ||
+ | - **Spell Cost: Free** – requiring no action or resource to maintain | ||
+ | |||
+ | ## Upcasting | ||
+ | |||
+ | Some spells include **scaling effects** when cast using a higher Tier slot or resource. This will be listed in the spell’s description under “Upcasting” or “Enhancements.” | ||
+ | |||
+ | ## Domain Specific Rules | ||
+ | |||
+ | Domains that offer spellcasting will explain how to prepare, learn, cast, and recover spells. The rules here define the common structure all spells share across the system. | ||
- | ====== Spells ====== | ||
- | The rules for using spells. |