Post by Zyraen on Dec 2, 2022 12:44:58 GMT 8
The following is intended to be a (partial) substitute for a 'vancian' list of spells available for selection.
For now, the abilities are all assumed to be dispellable (using the appropriate ability), unless otherwise indicated (typically by Ex).
The following caveats apply to this selection (which should not affect any new players)
- All abilities will refer to a spell school.
- This does not in any way impact selection, except you need total 6 Ranks of S abilities from a school, to apply towards a Rank 4 ability from that school. Once those 6 ranks are committed to 'support/unlock' a Rank 4, they can't be used for a different Rank 4.
- The 8 schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. Typographical differences should be viewed as the closest appropriate one.
While it is not my preference, some of us come from D&D-linked backgrounds, so there may be further segregation into arcane, divine sources as applicable. For now though it is assumed that is not a issue.
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FURTHER NOTES
- If you fall unconscious while having a spell that has the Sustain option, make an unmodified saving throw, and on a fail it immediately ends.
- For all of below, note that you may NOT sustain more than one spell at one time. Sustaining always requires line of effect.
- For a rank 3 spell to be an interrupt, neither of the supporting rank 2s can be interrupts. In line with this, the rank 3 spells will generally not be interrupts.
- Some of the abilities below apply half Sec bonus/penalties, and come with multiple choices. Usually the bonus is lower than what it could be, because the spell is very versatile.
- Spellcasting is always perceptible, has visual and audible components, and is very observable. As per the thread on unboundgames.proboards.com/thread/436/information-exchange, effects are always known by both sides, although magnitudes may not be known.
- Spells can be dispelled. Note that as of this time, there are no plans for a (5E-style) Counterspell in the game.
- For avoidance of doubt, if you cast a (red/yellow) spell at any time, you do not get it back until after after the next encounter. That said, you can spend WP to regain expended abilities, same as usual.
- Creatures with magical abilities (arcane divine or others) may quickly become aware of magical disturbances in their vicinity. Some creatures may have abilities that penetrate illusions and other such effects.
- Creatures with Willpower (typically considerably stronger than an individual character) may spend WP to shake off the effects of SA abilities. You can use Insight to have a gauge of how strong a creature is with respect to your capabilities.
- UB characters can cast a limited repertoire spells with more frequency, but they do not last very long. A spell that can be sustained lasts no longer than 5 minutes, any longer requires WP. Extraordinary applications also costs WP, but the effect will be known before spending it.
- You may spend 1 WP to 'Pre-cast' a spell, typically for a scene. If combat starts during the scene, the spell is in effect, either on you or by designating a spot as a free action when initiative is rolled. It also means you do not have to sustain it outside of combat, although in a stressful situation like combat, you will still have to sustain it. Sometimes you might wish to sustain it for longer than a scene (typically when the spell is cast on yourself and not an environment), in which case the WP cost may be further increased. If you wish to sustain a spell effect in an environment, you must remain in that environment to maintain line of effect.
- Sometimes you may want to make your CA ability a persistent effect, usually on your surroundings. If it works, it works the same - spend 1 WP, only in addition you have to expend a yellow/red ability to make it stick.
- Unless stated explicitly, spells do not grant any skill bonuses. However the GM may allow such bonuses when assisted by a spell outside of combat, typically in concert with the party's efforts.
For now, the abilities are all assumed to be dispellable (using the appropriate ability), unless otherwise indicated (typically by Ex).
The following caveats apply to this selection (which should not affect any new players)
- All abilities will refer to a spell school.
- This does not in any way impact selection, except you need total 6 Ranks of S abilities from a school, to apply towards a Rank 4 ability from that school. Once those 6 ranks are committed to 'support/unlock' a Rank 4, they can't be used for a different Rank 4.
- The 8 schools of magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. Typographical differences should be viewed as the closest appropriate one.
While it is not my preference, some of us come from D&D-linked backgrounds, so there may be further segregation into arcane, divine sources as applicable. For now though it is assumed that is not a issue.
=====
FURTHER NOTES
- If you fall unconscious while having a spell that has the Sustain option, make an unmodified saving throw, and on a fail it immediately ends.
- For all of below, note that you may NOT sustain more than one spell at one time. Sustaining always requires line of effect.
- For a rank 3 spell to be an interrupt, neither of the supporting rank 2s can be interrupts. In line with this, the rank 3 spells will generally not be interrupts.
- Some of the abilities below apply half Sec bonus/penalties, and come with multiple choices. Usually the bonus is lower than what it could be, because the spell is very versatile.
- Spellcasting is always perceptible, has visual and audible components, and is very observable. As per the thread on unboundgames.proboards.com/thread/436/information-exchange, effects are always known by both sides, although magnitudes may not be known.
- Spells can be dispelled. Note that as of this time, there are no plans for a (5E-style) Counterspell in the game.
- For avoidance of doubt, if you cast a (red/yellow) spell at any time, you do not get it back until after after the next encounter. That said, you can spend WP to regain expended abilities, same as usual.
- Creatures with magical abilities (arcane divine or others) may quickly become aware of magical disturbances in their vicinity. Some creatures may have abilities that penetrate illusions and other such effects.
- Creatures with Willpower (typically considerably stronger than an individual character) may spend WP to shake off the effects of SA abilities. You can use Insight to have a gauge of how strong a creature is with respect to your capabilities.
- UB characters can cast a limited repertoire spells with more frequency, but they do not last very long. A spell that can be sustained lasts no longer than 5 minutes, any longer requires WP. Extraordinary applications also costs WP, but the effect will be known before spending it.
- You may spend 1 WP to 'Pre-cast' a spell, typically for a scene. If combat starts during the scene, the spell is in effect, either on you or by designating a spot as a free action when initiative is rolled. It also means you do not have to sustain it outside of combat, although in a stressful situation like combat, you will still have to sustain it. Sometimes you might wish to sustain it for longer than a scene (typically when the spell is cast on yourself and not an environment), in which case the WP cost may be further increased. If you wish to sustain a spell effect in an environment, you must remain in that environment to maintain line of effect.
- Sometimes you may want to make your CA ability a persistent effect, usually on your surroundings. If it works, it works the same - spend 1 WP, only in addition you have to expend a yellow/red ability to make it stick.
- Unless stated explicitly, spells do not grant any skill bonuses. However the GM may allow such bonuses when assisted by a spell outside of combat, typically in concert with the party's efforts.