SPELLS

This section explains the basic idea behind spells. What is needed to use them, how to read the spell table and everything else associated with spells.

Usage of spells is covered during the Action Sequence

 

 

      Requirements

          In order to cast a spell, a character needs to have two things, Spell Points and a Spell Book. A character can cast any spells from spell schools written in their spell book.

 

 

      Casting a Spell

          Casting a spell requires one action per spell. When your character wants to cast a spell at one of the character's teammates,

          pick the spell to cast, announce the target of the spell and apply the primary effect listed on the Spell Table. Secondary effects, if available

          will be applied after the primary effect has happened. When your character casts a spell, subtract the spells cost from your characters current spell points.

    Casting a Spell at an opposing character is handled during the Action Sequence

 

        1. Figure out which spell to use

        2. Determine if target is in range of the spell

        3. Announce the Spell to be cast and the target of the spell

        4. Subtract the spells cost from your character's current spell points

        5. Apply the primary effect of the spell

        6. Apply the secondary effect if applicable

 

 

      This is an excerpt from the Spell list. Click the Spells below to go to the full Spell Table.

   

 

      Notation & Attributes of Spells

 

    Name   - The name of the spell

    Cost  - The cost of the spell in spell points

    Range  (Rng)  - The range of the spell in hexes

    Target   - The target of the spell. (Hex, Character, Item...etc)

    Status  (Stt)  - The status the spell may cause

    Resist  (Rs)  - The resistance check a victim gets to oppose the status or damage of the spell

    Primary Effect   - The primary effect of the spell

    Secondary Effect  - The secondary effect of the spell

 

 

Range

    When casting a spell, the target needs to be in the range indicated in the range field of the spell. A range of 0 means that the spell can only be cast on the caster itself.

    Any spell with a range higher than 0 can be cast at other characters. When counting range, start with the hex adjacent to the caster as the first hex.

 

Targeting

    Every spell has a target. What can be targeted and how it can be targeted, is noted in the spells target information.

    The notations are:

 

RtS      - represents a  Roll to Strike, meaning the caster of the spell need to roll a strike to successfully hit the target

Auto     - means the spell automatically hits the target

HxR     - represents Hex Radius, meaning the spell has a radius of X hexes from the center out.

Item     - means that the only possible target of that spell is an item.

Hex      - means that the spell targets a single hex.

 

Effects (Primary and Secondary)

    The spells primary effect is the effect that always goes off when the spell is successfully cast on a target. Some spells may have secondary effects that also happen.

    Secondary effects also denote special notes that have to be taken into account when the spell is cast.

 

 

Status effects

    If a spell causes a status effect it is noted in the spells status field.

   

    What status affects a spell causes it noted in the spells status field.

    The spell notes whether the target gets a resistance check against that status or not. If the target does not get a resistance or does not pass the check,

    note the status effect in the target characters status field. Status effects stay for the rest of the game unless otherwise noted.

 

 

Resistance

    Some spells allow the target of a spell to have a resistance check to see if they can resist some or all of the spells effects.

    Resistance checks only happen when the spell is cast unless otherwise noted.  Whether a spell allows for a resistance check is noted in the resistance field

 

Duration

    All spells either take instantaneous effect and have no duration, or cause a status effect on the target of the spell.

 

 

Non combat spells

    Non-offensive spells are all spells that do not target an opposing player.

 

Regeneration

    Each character that has spell points regenerates 3 spell points at the end of each round.

 

 

 

 

 

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