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rules:spells:start [2025/06/29 02:22] Ron Helwigrules:spells:start [2025/07/27 21:39] (current) Ron Helwig
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-<< rules:domains:skirmish ^ rules:start ^ rules:spells:arcane:start >>+<< rules:domains:weaponmaster ^ rules:start ^ rules:spells:arcane:start >>
  
 # Spells # Spells
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 Not all Domains provide access to spells, but those that do follow these shared rules. Not all Domains provide access to spells, but those that do follow these shared rules.
  
-Spells are written on Domain 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.+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 ## Spell Tags
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 - `Ritual` – can be cast without a slot if time and tools permit - `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 - `Reaction` – may be used off-turn if the caster is allowed to react
- 
-## Spell Tier 
- 
-Each spell has a **Tier**, ranging from: 
-- **Tier 0** – freely usable spells (cantrips) 
-- **Tier 1–4** – increasingly powerful spells, requiring greater magical access 
- 
-A character can only cast a spell if: 
-1. They have a Domain that grants spellcasting 
-2. That Domain allows casting spells of the required Tier 
- 
-Some Domains may allow **upcasting**, meaning a lower-Tier spell can be cast using a higher Tier slot or resource, often granting extra benefits. 
  
 ## Action Cost ## Action Cost
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 Examples: Examples:
-`1 Action– costs 1 point of Action Load +*1 Action– costs 1 point of Action Load 
-`1 Action + 1` – costs 2 Action Load (for the action1 extra) +*2 Action– costs 2 Action Load points (more effort or complexity) 
-- `Reaction` – usable outside your turn if the Domain allows reactions+ 
 +Some spells include **optional enhancements** that increase Action Load for extra effects. These will be described clearly in the spell textsuch 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 ## Casting Mechanics
  
-**The casting resource system is determined by the Domain.** Each spell lists only its **Tier**. Domains interpret this according to their own rules. For example:+**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** - **Pact Domains** use a small number of high-Tier slots that refresh on a **short rest**
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 ## Cantrips and Free Spells ## Cantrips and Free Spells
  
-**Tier 0 spells** (cantrips) do not consume spell slots or mana. They may be cast freely each turn, subject to:+Cantrips typically do not consume spell slots or mana. They may be cast freely each turn, subject to:
 - Action Load limits - Action Load limits
 - Aspect requirements (some cantrips may perform poorly if your Aspect is too low) - Aspect requirements (some cantrips may perform poorly if your Aspect is too low)
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 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.” 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. 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.