bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
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<h2>Casting a Spell</h2>
<p>To cast a spell, you must fulfill the following prerequisites:</p>
<h1>Casting A Spell Furtively</h1>
<p>Spells require precise movements and spoken incantations; they also produce visible and fantastical effects. Because of this, everyone nearby will immediately know that magic is being used, and who by — it is impossible to cast a spell furtively.</p>
<h2>Offensive Spells</h2>
<p>Spells marked with <strong>(rr)</strong> next to their name are offensive spells.</p>
<p>When you cast an offensive spell, you perform the appropriate Magic Check and the target's Magic Defense score determines the Difficulty Level. If the spell has multiple targets, it will affect each target whose Magic Defense is equal to or lower than the Result of your Magic Check (similarly to a multi attack). The spell will affect each target whose Magic Defense is equal to or lower than the total Result of your Magic Check.</p>
<p>If you roll a critical success on the Magic Check, the spell automatically hits all targets.</p>
<h2>Calculating Damage and Similar Effects</h2>
<p>Several spells require you to calculate the potency of their effects using your High Roll (HR) — to do so, simply take the highest die you rolled on your Magic Check. The same effect will then be applied to each target.</p>
<h2>Ending the Effects of a Spell</h2>
<ul>
<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>
<li>You must be able to speak and pronounce the invocation.</li>
<li>You must have enough Mind Points to pay for the spells total MP cost, including any additional MP used to enhance its effect.</li>
<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>
<li>If you cast a spell with a duration of "Scene", you can end its effect at any time.</li>
<li>The effect will also end if you die or fall unconscious, or if you leave the scene.</li>
</ul>
<p>If all of the above are true, you may cast the spell.</p>
<ol>
<li>Declare which spell you want to cast among those your character has learned, and what its effect will be.</li>
<li>If required, choose the targets for your spell.</li>
<li>Perform the magical gestures and pronounce the formula — remember that any nearby creatures will see and hear you.</li>
</ol>
<h2>Cumulative Spell Effects</h2>
<p>If the same spell is cast more than once on a target, its effects will not stack — the most recent casting will replace the previous one.</p>
<p><strong>Example:</strong> The spell Elemental Shroud grants Resistance to one damage type chosen among air, bolt, earth, fire, and ice. If this spell is cast on a creature granting them Resistance to fire, and is subsequently cast again on the same creature granting them Resistance to ice, the creature will only be Resistant to ice.</p>
<p>If two spells have identical effects but different names, they do not stack.</p>
<h3>Magic Checks</h3>
<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>
<p>Non-offensive spells are automatically successful and require no Check. Fumbles and critical successes on Magic Checks generate opportunities as normal.</p>
<ol start="4">
<li>Spend the required amount of Mind Points.</li>
</ol>
<ol start="5">
<li>Apply the effects of the spell.</li>
</ol>
<footer>Philip Forlenza (Order #)</footer>