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  Caution: Many of the rules below have been updated, but many have not. Check with your DM to see the current state of affairs. :)
  Caution: Many of the rules below have been updated, but many have not. Check with your DM to see the current state of affairs. :)
==What is a Spell?==
In Epic Path mechanics, a 'Spell' is a very common class feature.  In various incarnations, it is used to a large or small degree by no less than eight character classes.
But in the larger 'Fantasy Fiction' genre of which Epic Path is a modest part, a 'Spell' is the classic Magical Thing that makes fantasy fantastic. As a result of this iconic status, the concept of 'Spells' permeates the game from beginning to end. Spells are the default 'go-to' for how amazing magical things happen, and this has been true since at least the days of the Immortal Bard, when those witches were incanting, 'Bubble, bubble; toil and trouble' before rapt audiences centuries ago.
As a result, spells have gotten to be pretty darn important in fantasy circles by the time Epic Path came along.
But at the same time, spells are still 'just a class feature'. They're not the end-all, be-all of 'magic' in this game,  After all, everybody likes to be awesome!
In Epic Path, we have worked very hard to make the spell casting system act and feel just like all the best and most exciting moments of decades of gaming, but at the same time, we have plenty of new systems in place that make 'Spells' fair and balanced for EVERY character, without reducing their crazy fun one little bit.




==Casting Spells==
==Casting Spells==
A spell is a one-time magical effect. Spells come in two types:
As a class feature, characters get a generous supply of spells they can use each adventuring day. Using a spell is called 'casting' it. Casting a spell is a one-time magical effect. Spells come in two broad categories, based upon the root source of the power embodied in the spell:


:* Arcane (cast by bards, sorcerers, and wizards) and
:* Arcane Spells are powered by the casters learning, experience, and grit. (cast by bards, sorcerers, and wizards) and
:* Divine (cast by clerics, druids, and experienced paladins)
:* Divine Spells are powered by the casters faith and devotion to a higher power. (cast by clerics, druids, and paladins)


In addition, alchemists can create extracts and rangers can create poultices. While these are not spells, their effects are defined the same way as spells.  Both poultices and extracts are arcane in nature.
In addition, alchemists can create extracts and rangers can create poultices. While these are not spells, their effects are defined the same way as spells.  Both poultices and extracts are arcane in nature.

Revision as of 03:48, 15 July 2018