Spells: Difference between revisions

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==What is a Spell?==
==What is a Spell?==


In Epic Path mechanics, a 'Spell' is a very common class feature, in which the player exchanges an action and often a resource of some sort (in or out of a combat) to create some sort of a game effect.  "Spells' in all their flavors can have a vast array of effects, to put it mildly.  Some classes have Spells and Spellcasting as a class feature, something that those classes get to do which is unique and interesting and often very powerful.  Some classes get different class features, such as the Ranger Poultices and the Alchemist Extracts, which are named differently than spells but use the same game mechanics as spells.  Magic Rods and Magic Staves give access to effects that are very similar to Spells to anyone who is able to purchase and use them.  In various incarnations, the 'Spell' mechanic is used to a large or small degree by no less than eight character classes, and if you buy the right magic items, anyone can use spells to at least some degree. For these rules, whenever we say 'spell' we mean the game mechanic, and this applies to spells, extracts, poultices, rods, staves, and any other game system which uses similar mechanics.  The GM adjudicates all unusual circumstances, as always.
In Epic Path mechanics, a 'Spell' is a very common class feature, in which the player exchanges an action and often a resource of some sort (in or out of a combat) to create some sort of a game effect.  "Spells' in all their flavors can have a vast array of effects.  Some classes have Spells and Spellcasting as a class feature, something that those classes get to do which is unique and interesting and often very powerful.  Some classes get different class features, such as the Ranger Poultices and the Alchemist Extracts, which are named differently than spells but use the same game mechanics as spells.  Magic Rods and Magic Staves give access to effects that are very similar to Spells to anyone who is able to purchase and use them.  In various incarnations, the 'Spell' mechanic is used to a large or small degree by no less than eight character classes, and if you buy the right magic items, anyone can use spells to at least some degree. For these rules, whenever we say 'spell' we mean the game mechanic, and this applies to spells, extracts, poultices, rods, staves, and any other game system which uses similar mechanics.  The GM adjudicates all unusual circumstances, as always.


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' to the delight of rapt audiences centuries ago.
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' to the delight of rapt audiences centuries ago.

Revision as of 11:22, 3 June 2020