Spells: Difference between revisions

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==Mana and Mana-Burning==
==Mana and Mana-Burning==


All supernatural and spell-like abilities are powered by mana.
All supernatural and spell-like abilities are powered by mana.  Extraordinary abilities usually are not, being inherent to the person or creature who possesses them.


mana is stored and used by the aura, which is the interaction field between a physical body and the background magic of the world.
Mana is stored and used by the aura, which is the interaction field between a physical body and the background magic of the world.


Spell-like, supernatural, and extraordinary abilities are mostly defined as being either Vancian or Howardian in their behavior. (Vance and Howard are ancient sages and scribes whose towering intellects and dominating contributions have enshrined them forever.)
Both Arcane and Divine abilities use this basic mechanism. In Arcane abilities the efforts of the wielder store the mana in the aura, and in Divine abilities the Divine Entity stores the mana for the wielder. Some users of magic use different mechanics, and the mana is stored in an object. This includes the Bombs and Extracts of an Alchemist, or the Poultices of a Ranger.  


Vancian abilites are powered and defined by packets of mana twisted into and then released from the aura.  Many abilities are Vancian, such as spells, poultices, extracts, bombs, potions, scrolls, and many class features (Lay on Hands, Inspiration, etc.). Vancian abilities come in quanta, or steps.
Spell-like, supernatural, and extraordinary abilities, regardless of how they are powered, are mostly defined as being either Vancian or Howardian in their behavior. (Vance and Howard are ancient sages and scribes whose towering intellects and dominating contributions have enshrined them forever.)
 
Vancian abilites are powered and defined by packets of mana twisted into and then released from the aura.  Many abilities are Vancian, such as spells, poultices, extracts, bombs, potions, scrolls, and many class features (Lay on Hands, Inspiration, etc.). Vancian abilities come in quanta, or steps, or levels.


Howardian abilities are powered by flows of baseline mana which naturally replenish over time in the aura of the user. Such things as some Rage abilties, Chains, some Tactics and Talents, Formation, Quarry, are examples of Howardian magic abilities.  Note that Howardian abilities do not even have to use mana at all, which is where most Extraordinary abilities arise.
Howardian abilities are powered by flows of baseline mana which naturally replenish over time in the aura of the user. Such things as some Rage abilties, Chains, some Tactics and Talents, Formation, Quarry, are examples of Howardian magic abilities.  Note that Howardian abilities do not even have to use mana at all, which is where most Extraordinary abilities arise.
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Spells are Vancian because they have a strongly defined series of steps, 'Spell Levels".  But spells have a second element, the 'Circle'.  The Circle of a spell is related to but not fully defined by the spells Level. The damage a spell does is determined by it's Cirle, NOT it's level, and the Circle of a spell can be raised by the caster through a process called 'Mana Burning' or just Burning.   
Spells are primarily Vancian because they have a strongly defined series of steps, 'Spell Levels".  But spells have a second element, the 'Circle'.  The Circle of a spell is related to but not fully defined by the spells Level. The damage a spell does is determined by its Cirle, NOT its level, and the Circle of a spell can be raised by the caster through a process called 'Mana Burning' or just Burning.   


When a spell of a specific Level is cast, it empties out a spell slot of mana and produces an effect. The base damage of that effect is defined by the base Circle of the spell.  But, during the casting, the caster may, if they choose, 'throw more fuel on the fire'.  They do so by emptying other spell slots. Each spell slot they burn adds raw, unformed mana to the spell being cast, and each spell slot so burned (of any level) adds 1 to the Cirle of the spell being cast.
When a spell of a specific Level is cast, it empties out a spell slot of mana and produces an effect. The base damage of that effect is defined by the base Circle of the spell.  But, during the casting, the caster may, if they choose, 'throw more fuel on the fire'.  They do so by emptying other spell slots. Each spell slot they burn adds raw, unformed mana to the spell being cast, and each spell slot so burned (of any level) adds 1 to the Cirle of the spell being cast.  A low level slot that is burned provides the same benefit as a high level slot that is burned.


The maximum Circle of a spell is determined ONLY by the CHARACTER level of the caster.  This allows a demi-caster, or a dual-class or multiclass caster, to 'burn' through their mana recklessly and produce a few effects just as strong as a dedicated caster of their own level.
The maximum Circle of a spell is determined ONLY by the CHARACTER level of the caster.  This allows a demi-caster, or a dual-class caster, or a multiclass caster, to 'burn' through their mana recklessly and produce a few effects just as strong as a dedicated caster of their own level.


Even more importantly, there are only nine spell levels, but there are seventeen Circles!  At the very highest levels, those casters who have not indulged in True Dweaomers can Mana Burn their conventional spells to the very heights of those lofty High Circles, producing damaging effects that must be seen to be believed from fairly mundane spells, at the cost of recklessly 'burning' a dozen or more spell slots in a single casting.
Even more importantly, there are only nine spell levels, but there are seventeen Circles!  At the very highest levels, those casters who have not indulged in True Dweaomers can Mana Burn their conventional spells to the very heights of those lofty High Circles, producing damaging effects that must be seen to be believed from fairly mundane spells, at the cost of recklessly 'burning' a dozen or more spell slots in a single casting.
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* You can't increase spell circle above what your character level (NOT class level) would enable you to cast
* You can't increase spell circle above what your character level (NOT class level) would enable you to cast as a spell level.
* Doing so moves the spells damage up on the damage scale. For each step you move up, requires one spell slot to be burned.
* Doing so moves the spells damage up on the damage scale. For each step you move up, requires one spell slot to be burned.
* ex1: A 25th level wizard casts the old classic, fireball. Fireball does 3rd circle spell damage, 1d6 per level, max 10d6. The wizard moves it to 9th circle spell damage, 1d6+3 per level, max 25d6+75. This costs seven spell slots, the 3rd level slot for the spell, and six spell slots of any level to move the damage up six levels.
* ex2: A 13th level wizard/ 12th level fighter casts the old classic, fireball. Fireball does 3rd level spell damage, max 10d6. The wiz/fighter moves it to 9th circle spell damage (since the character level of 25 would enable a straight wizard to cast L9 spells), which is 1d6+3 per caster level max 25d6+75. This costs the wizard/fighter seven spell slots (which is MUCH more expensive for a 13th wiz), but gets a full-tilt 25d6+75 fireball.
* Metamagic feats stack normally, and only escalate the 'base' spell slot.  
* Metamagic feats stack normally, and only escalate the 'base' spell slot.  
* Any spell slot may be burned, but it must contain an un-cast spell. once burned, the spell is gone until recovered normally. This gives a solid use for low level slots regardless of caster level.
* Any spell slot may be burned, but it must contain an un-cast spell. once burned, the spell is gone until recovered normally. This gives a solid use for low level slots regardless of caster level.
* Example 1: A 25th level wizard casts the old classic, fireball. Fireball does 3rd circle spell damage, 1d6 per level, max 10d6. The wizard moves it to 9th circle spell damage (1d6+3 per level, max 25d6+75). This costs seven spell slots, the base 3rd level slot for the spell, and six spell slots of any level to move the damage up six levels.
* Example 2: A 13th level wizard/ 12th level fighter casts the old classic, fireball. Fireball does 3rd circle spell damage, max 10d6. The wiz/fighter moves it to 9th circle spell damage (since the character level of 25 would enable a straight wizard to cast L9 spells), which is 1d6+3 per caster level max 25d6+75. This costs the wizard/fighter seven spell slots (which is MUCH more expensive for a 13th wiz), but gets a full-tilt 25d6+75 fireball.




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If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.


Spells also fail if your concentration is broken and might fail if you're wearing armor while casting a spell with somatic components.
Spells also fail if your concentration is broken and might fail if you're wearing [[Armor_and_Shields]] while casting a spell with somatic components.


===The Spell's Result===
===The Spell's Result===

Revision as of 17:17, 10 July 2018