Post by Head Moderator on Mar 10, 2013 18:05:34 GMT -5
So, you're a spellcaster and want to use magic to enhance your character's roleplay and gameplay? Well that's great! Using magic is basic, you don't even need dice. If you are a registered mage (Magic Class or Magical Affinity/Psionic Affinity Skill) and have written at least one spell, you can cast magic.
But, in our game there's a few "rules" you need to know.
Who can be a spellcaster?
If you choose the Arcane Class you are automatically a spellcaster as you get Magical Affinity as a free skill! If you choose Magical Affinity for a skill, you are a spellcaster, regardless of your class.
What about Psions?
If you take the Arcane Class and are a Psion, you can choose Psionic Affinity as a free skill. Or simply choose Psionic Affinity as a skill regardless of your class. Psions still write "spells" that they cast using their mind. Same rules as magic. You may call them whatever you like in-character but for gaming purposes we consider them all "spells".
Who CANNOT be a spellcaster in OH?
If you do not have Magical Affinity, or Psionic Affinity you CANNOT write spells OR use magic in OH! Not even for combat, or roleplay, flavor or otherwise as it would mean taking those skills are meaningless!
Where does magic come from in our realm?
One can draw power from the divine, from the earth itself, from energies (fire, soul, etc) or weave magic through the use of items, incantations, or other objects. Others seem to simply tap those dark and quiet places in the depths of their minds. Incarnum (soul energy) is also a well that can be tapped for magic in our world.
What kind of spells can I use?
Well all that would take to answer your question is a quick glance at the "Ranks & Their Limitations" section. There it gives a full description of what your spells can and can not do.
Do I have to tell you the spells?
Yes. In order to ensure that your spells have been written correctly and may be used properly, we have to register them and approve them. Send your spells to the Systems Mod to look over, then when he approves them, you place them in your dossier. Be sure to state your current dice & gemstone rank.
What do I put in my character sheet dossier?
If you are a spellcaster (have magical affinity or psionic affinity), you need to list out what spells your character knows. Any spell not posted, is simply not in your repertoire. You may choose to list them by name and type only if you wish, or the full descriptions - your call! Think of it like this, you would not go into a fight carrying only the scabbard and not the sword would you? When you use a spell in combat you need to IMMEDIATELY (or beforehand) c&p your FULL spell description into an IM to the DM. If you fail to give the DM the spell, then the DM has every right to disregard.
How many spells do I get?
That depends on your dice (which you gain through XP). The more XP you gain, the more spells you can add to your grimoire.
At d20 you can have 10 spells. Every dice rank you gain, you can add 2 more spells. Do not fret, for some quests will give you access to scrolls or spells that you can learn above and beyond your limit!
How do I write a spell?
We could not have been more pleased that you asked! Simply see the guide on how to accomplish such a thing.
Are there any penalties for magic usage?
You know it! I truly believe that magic usage has to affect the spell caster at some point. So, you'll be asked to take on quirks or weaknesses as you go up in rank. You can take any quirk/weakness you like, I have a list of various types if you need help. I've got lists for psionic, chronomancy, and general magic weaknesses. Ask!
Crystal - 0
Topaz - Take 1 Magical Weakness
Amber - Take another Magical Weakness
Sapphire - Take another Magical Weakness
Emerald - Take another Magical Weakness
Ruby- Take another Magical Weakness (total: 5)
Will magic always work?
Nope. There are Null Magic Zones, Null Magic Planes, Weakened Magic Areas, Resistances and the like, you'll be told when this applies in an adventure or mission and what, if any magic works or doesn't work.
How do I cast a spell outside combat?
You role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw. Things that cause you to be held for various rounds, get a save each round..
That's it. Pretty simple.
Example:
Tesarik One: Ankar decided she wanted to see what people were thinking about around her. She focused upon Talia, and began to attempt to read her surface thoughts. Uh oh.
Tesarik One: [Spell: Detect Thoughts | Target: Talia | Spell Type: Effect | Save: DC17]
NOTE: The spell DC is 17 because at Ankar's rank it is 11, plus she gets a +2 to the DC for her class bonus, then add in Intelligence bonus of +4.
OnlineHost: bIoodsworn vow rolled 1 20-sided die: 12
bIoodsworn vow: (12)
NOTE: Talia has 0 Willpower bonus to add to her roll for the save so she fails.
Tesarik One: [Talia Fails her Save, Ankar can hear her surface thoughts.]
How do I cast a spell INSIDE combat?
Once again, you role play out your character beginning to cast the spell. Right before you get to the spell's description, you stop your post, and ask for a save by posting this:
[Spell: (name) - Target: (target/s) - Spell Type: (attack / defense / heal / etc) - Save: +The Number]
If the spell save passes, you RP out the spell not working correctly.
If the spell save fails, you RP out the spell in it's complete fashion.
If the spell is negative, or the target wishes to try to resist the spell you MUST offer a saving throw. Every round of a hold the target gets a save.
Also note, that if this is your registered spell you are using in combat, you do NOT have to roll to see if you hit their Defense DC. The save takes care of whether it "hits" or not.
How many registered spells can I use?
Out of Combat: As many as you like.
Inside of Combat: 2 spells per combat. If there is a Star* by the type of spell that MUST be cast during combat. Unless you have a skill or item that allows an extra one, those are the rules.
As long as you aren't using a "registered" spell (sometimes referred to as "regged") though, you can cast magic in combat and just roll your combat dice! So throw as many fireballs or magic missiles as you want and roll your combat dice + add Intelligence bonus!
How many spells can I cast per day?
You have an overall number of spells you may cast in any given 24 hour period, and a limit to how many you can cast in one quest (quest/mission/adventure/session). You may add your INT bonus to this list. EX: Crystal 6 a day, if you have 6 INT you get 12 a day. 3 per quest, with 6 INT you get 9 per quest.
Crystal: 6 + INT spells a day / 3 + INT per quest
Topaz: 8 + INT spells a day / 4 + INT per quest
Amber: 10 + INT spells a day / 5 + INT per quest
Sapphire: 12 + INT spells a day / 6 + INT per quest
Emerald: 14 + INT spells a day / 7 + INT per quest
Ruby: 16 + INT spells a day / 8 + INT per quest
Obsidian: 20 + INT spells a day / 10 + INT per quest
Diamond: 24 + INT spells a day / 12 + INT per quest
Is there a penalty for wearing armor and casting spells?
Yes. The penalties are:
Light Armor:
None.
Medium Armor:
(Regged Spells) Your result is one gemstone rank lower.
(Non-Regged Spells) You take a -1 to your Strike.
Heavy Armor:
(Regged Spells) Your result is two gemstone ranks lower.
(Non-Regged Spells) You take a -2 to your Strike.