bug: Pages numbered correctly in books/core
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<link rel="stylesheet" href="/css/book-page.css">
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<link rel="stylesheet" href="/css/book-page.css">
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<p>Spells can belong to any of the following disciplines: Chimerism, Elementalism, Entropism, and Spiritism. The remaining two disciplines, Arcanism and Ritualism, do not feature any spells.</p>
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<h2>Spell Format</h2>
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<p>Each spell description uses the format below and contains a variety of information:</p>
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<h3>Example Spell Metadata</h3>
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<p><strong>Ignis</strong> <span>rr</span> 10 × T | Up to three creatures | Instantaneous</p>
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<p>You unleash a searing barrage against your foes, conjuring flames out of thin air. Each target hit by this spell suffers <strong class="mechanical-effect">【HR + 15】</strong> fire damage.</p>
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<p><strong>Opportunity:</strong> Each target hit by this spell suffers shaken.</p>
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<h3>Spell Components</h3>
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<h2>Casting a Spell</h2>
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<p>To cast a spell, you must fulfill the following prerequisites:</p>
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<ul>
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<li><strong>The Name and Type:</strong> The name of the spell, and whether it is an offensive spell (rr). <br/><em>See page 116 for more information on offensive spells.</em></li>
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<li><strong>Mind Point Cost:</strong> The cost of the spell in Mind Points. To cast a spell, you must have enough MP to pay its cost; additionally, some spells allow you to spend more MP to increase the number of targets or strengthen the effect. For instance, a spell with a cost of 10 × T will cost you 10 Mind Points per target; the final amount of Mind Points required to cast a spell is known as the total MP cost.</li>
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<li><strong>Targets:</strong> The targets that can be affected by the spell. Most spells can target a certain number of creatures, but others may affect different targets (such as weapons).</li>
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<li><strong>Target Specification:</strong> A target of "Self" means the caster will use the spell on themselves, while a target of "Special" indicates that the spell functions in a unique way described in its text, usually affecting a variety of creatures or elements present on the scene.</li>
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<li><strong>Duration:</strong> The duration of the spell. Either "Instantaneous", meaning that the spell takes effect immediately and then dissipates, or "Scene", meaning that the spell creates an ongoing effect lasting until the end of the scene it was cast in.</li>
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<li><strong>Effect Description:</strong> The effect of the spell, often preceded by a flavorful description. This description has no mechanical relevance, but can help you understand the concept behind the spell and customize its appearance in order to fit your character.</li>
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<li><strong>Opportunity Effect:</strong> Spells that require a Magic Check often feature an opportunity effect. If you roll a critical success on your Magic Check, you may spend the corresponding opportunity to trigger this effect.</li>
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<li>You must be free to move your body. You can be holding items in your hands, as long as you can move your arms.</li>
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<li>You must be able to speak and pronounce the invocation.</li>
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<li>You must have enough Mind Points to pay for the spell’s total MP cost, including any additional MP used to enhance its effect.</li>
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<li>Unless you are casting a spell with a target of <strong>Self</strong> or <strong>Special</strong>, you must be able to see your targets.</li>
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</ul>
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<p>If all of the above are true, you may cast the spell.</p>
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<h2>Spells</h2>
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<p>Philip Forlenza (Order #)</p>
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<ol>
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<li>Declare which spell you want to cast among those your character has learned, and what its effect will be.</li>
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<li>If required, choose the targets for your spell.</li>
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<li>Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.</li>
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</ol>
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<h3>Magic Checks</h3>
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<p>If the spell is an offensive spell, you must also perform a Magic Check. Elementalism, Entropism, and Spiritism Checks rely on <strong>【INS + WLP 】</strong>, while Chimerism may choose between <strong>【INS + WLP】</strong> or <strong>【MIG + WLP】</strong>.</p>
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<p>Non-offensive spells are automatically successful and require no Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.</p>
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<ol start="4">
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<li>Spend the required amount of Mind Points.</li>
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</ol>
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<ol start="5">
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<li>Apply the effects of the spell.</li>
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</ol>
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