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priority:magic [2026/03/13 19:30] – Replacing AC with Defense, hyperlinking elfinlockspriority:magic [2026/05/12 17:02] (current) – [Initiation Grade] elfinlocks
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 ===== Caster Level ===== ===== Caster Level =====
  
-Your [[priority:magic#caster_level|Caster Level]] determines the strength of your manifested spells. Numerous variables, such as the spell's saving throw, duration, and damage inflicted all key off of your Caster Level. +Your [[priority:magic#caster_level|Caster Level]] (often shortened to "CL"determines the strength of your manifested spells. Numerous variables, such as the spell's saving throw, duration, and damage inflicted all key off of your Caster Level. Additionally, sometimes you may need to make a **Caster Level Check**, such as when trying to bypass an enemy's [[priority:magic:spells:tier5:spell_resistance|Spell Resistance]] or when using [[priority:magic:spells:tier3:dispel_magic|Dispel Magic]]. A Caster Level check is simply 1d20 + your CL.
  
 In addition, you receive 5 bonus [[priority:magic#[[priority:magic#mana|Mana]] for every [[priority:magic#caster_level|Caster Level]] you obtain. Meaning that at [[priority:magic#caster_level|Caster Level]] 3, you would have 15 free [[priority:magic#mana|Mana]]!  In addition, you receive 5 bonus [[priority:magic#[[priority:magic#mana|Mana]] for every [[priority:magic#caster_level|Caster Level]] you obtain. Meaning that at [[priority:magic#caster_level|Caster Level]] 3, you would have 15 free [[priority:magic#mana|Mana]]! 
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 In addition, you receive a number of bonus spells based upon your Initiation Grade. At Grade 1, and every Grade thereafter, you receive bonus Tiers of spells equal to your Grade, but you may never select spells which you cannot cast. For example, upon achieving Grade 3, you would gain 3 Tiers of spell knowledge. You could spend this on three Tier 1 spells, one Tier 3 spell, or a mix of spell Tiers (such as 2+1), as long as it adds up to 3. In addition, you receive a number of bonus spells based upon your Initiation Grade. At Grade 1, and every Grade thereafter, you receive bonus Tiers of spells equal to your Grade, but you may never select spells which you cannot cast. For example, upon achieving Grade 3, you would gain 3 Tiers of spell knowledge. You could spend this on three Tier 1 spells, one Tier 3 spell, or a mix of spell Tiers (such as 2+1), as long as it adds up to 3.
 +
 +Lastly, you receive a flat number of free [[priority:magic:spells:tier0|Cantrips]] known, equal to your starting Initiation Grade. So, if you begin with IG 4, you get four free Cantrips.
  
 ===== Casting Traditions ===== ===== Casting Traditions =====
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 All users of magic manifest change in the world through the usage of Spells. Spells are divided into ten **Tiers** and eight **Schools**.  All users of magic manifest change in the world through the usage of Spells. Spells are divided into ten **Tiers** and eight **Schools**. 
  
-**Tiers** possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the[[priority:magic#mana|Mana]]required as a Half Action which provokes Attacks of Opportunity, regardless of the [[priority:magic:casting_traditions|Casting Tradition]] employed. Unless otherwise stated, the saving throw DC against your Spells is equal to (10 + 1/2 your [[priority:magic#caster_level|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier).+**Tiers** possess a rating of 0 to 9, denoting their average power and capabilities. When casting a spell, a character typically expends the [[priority:magic#mana|Mana]] required as a Half Action which provokes Attacks of Opportunity, regardless of the [[priority:magic:casting_traditions|Casting Tradition]] employed. Unless otherwise stated, the saving throw DC against your Spells is equal to (10 + 1/2 your [[priority:magic#caster_level|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier).
  
 Some Spell require an Attack roll. If the spell requires a Ranged or Melee Touch attack it uses Magic Attack rules and opposes Magic Defense instead of standard Defense. Some Spell require an Attack roll. If the spell requires a Ranged or Melee Touch attack it uses Magic Attack rules and opposes Magic Defense instead of standard Defense.
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 +
 +==== Counterspelling ====
 +
 +So, how do you deal with all of these fancy spells? Counterspelling is the answer, but denying a mage's will is not cheap! To Counterspell, simply declare your intent when an enemy spell is cast, spend a [[game_systems:hero_points|Hero Point]], and the equivalent amount of Mana which the original caster spent upon the spell. Doing so counts against your Mana expenditure for the **following** turn, meaning that if you are only capable of spending 5 Mana per turn, and you burn it all on a Counterspell, you will have to find something else to do with your Half Actions on your upcoming turn.
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 ===== Magic Schools ===== ===== Magic Schools =====