Formatting and linter rules
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# Casting spells
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## Spell components
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Each spell takes specific components to cast, most spells only take verbal, somatic, and/or spell points, but some may require material components. The section below describes each type of component and what they are.
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### Verbal
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A spell with a verbal component requires the character to speak an incantation or chant when casting the spell. The player themself does not need to speak this component but can if they wish. Verbal components make casting spells subtly or covertly very difficult to nearly impossible. Some abilities given by certain [type feats](../characters/classes/types/typefeats.md) can remove the verbal component from spells.
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> The verbal component is denoted on spellsheets with a "V" in the components section
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### Somatic
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The somatic component means a spell requires specific motions or gestures (typically hand gestures) to cast the spell. The player does not need to use these gestures themselves, but the character does unles they use an ability from a [type feat](../characters/classes/types/typefeats.md) which allows them to ignore the somatic component. Somatic components make it hard to subtly cast spells when an NPC or another player can see you, but does not make it difficult to cast spells subtly while hidden.
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> The somatic component is denoted on spellsheets with an "S" in the components section
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### Spell-points
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Spell-points are the measure of how many spells a character or creature can cast. If a spell states that is uses spell points, you need to expend at least that number of spell points to cast the spell, in addition to any verbal, somatic, or material components the spell takes. Some spells will have additional effects if you use more spell points than the minumum to cast them. These spells are called [scaling spells](#scaling-a-spell).
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> The spell-point component is denoted on spellsheets with an "SP: #" in the components section
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### Material
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Spell materials require a specific item to cast the spell. It should be assumed that all spells consume their components when casted, unless otherwise stated in the spell description.
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Spell materials require a specific item to cast the spell. It should be assumed that all spells consume their components when casted, unless otherwise stated in the spell description.
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> The material component is denoted on spellsheets using "materials(material)" in the components section
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>
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#### Material weight
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Unlike other systems which use gold values for some components, material components with a required amount or value will be tracked with weight. For example a spell may take 1/16th of a point of diamond dust. In some areas this may be worth 100 gold, in others this may be worth 150. Materials with a required weight can be satisfied by items of higher weight, but not items of lower weight. For example you can cast a spell requiring 10 pounds of gold using a 15 pound gold bar, but not with a 9 pound gold bar.
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Material components that require a specific weight cannot be satisfied with a [spell focus](#spell-focuses).
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## Casting multiple spells
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When casting multiple spells on your turn in [combat](../combat/combat.md) those spells cannot take the same type of action. For example if you cast a spell that uses a [basic action](../combat/combat.md#basic-actions) you cannot cast another spell using a [basic action](../combat/combat.md#basic-actions) until your next turn. These spells also cannot be the same spell if that spell is cast using an ability to change its action type.
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## Spell-points
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## Using-Spell-points
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Currently attempting to figure out how to [balance](../balancingConsiderations/spellcasting.md)
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### Scaling a spell
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Scaled spells are spells that allow you to use more than the minimum number of spell-points for a boost in the effectiveness of the spell. This could mean the spell deals more damage for damaging spells, or it could mean that a status effect spell targets an additional creature. When scaling a spell you cannot spend less than the minimum required spell points. The effects of scaling, as well as the additional cost to do so will be outlined in the spell description
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## spell-focuses
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Spell focuses are special magical items which allow spellcasters to cast spells without the [material components](#material). Spell focuses come in many shapes aand sizes but are usually staffs, wands, crystals, and orbs. The exact item does not matter, it just needs to fulfil specific properties depending on the type of spellcaster using it.
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Spell focuses are special magical items which allow spellcasters to cast spells without the [material components](#material). Spell focuses come in many shapes aand sizes but are usually staffs, wands, crystals, and orbs. The exact item does not matter, it just needs to fulfil specific properties depending on the type of spellcaster using it.
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# Spells
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Spells have 5 components; tags, materials, damage, school, and description. every spell will contain a tags, a school, and a description. If a spell does not have a damage or materials component it can be assumed it does not deal damage, or does not have a material cost. The verbal (V) material cost specifies that the specific spell requies an incantation to cast, and the somatic (S) material cost shows that a spell requires specific movements or hand gestures to cast the spell. The player need not say an incantation or do hand gestures, but these effects make it hard to conceal the casting of a spell. The spell-points (SP) material cost describes how many spell points it costs to cast a spell, if this cost is not there it is assumed the spell is so simple or basic it costs no magical energy to cast.
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### Counterspell
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**Tags**: [combat](../tags.md#combat), [ranged: 60ft](../tags.md#ranged), [save: spellcasting](../tags.md#save), [Magical](../tags.md#magical), [Reaction (a creature within ranges uses a magical effect)](../tags.md#reaction)
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**Materials**: V, S, SP: 5
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**Description**: You attempt to stop a crature from casting a spell or using a magical effect. If triggering effect uses more than 1.5x the SP used to cast counterspell (rounded up), roll a contested spellcasting check with the creature being counter getting a bonus equal to the number of additional SP used to cast their spell over your counterspell. If the magical effect comes from an item, treat a rare item as using 13, a very rare as using 21, a legendary as using 34, and an artifact as using 55.
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This spell can be cast using any number of SP over 5, but must be cast with at least 5 SP.
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This spell can be cast using any number of SP over 5, but must be cast with at least 5 SP.
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