Post by Zyraen on Dec 5, 2022 1:05:23 GMT 8
Spells in vancian/D&D games traditionally allow the spellcaster to separate from the party, be comparably good / better than others in skills they did not commit resources/class options to, make other characters irrelevant, leave others to their fate, etc.
The spells below have been made with the above in mind, and may be further altered to stymie it as needed.
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 combat, the spell is in effect on you. 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 may be a persistent effect, usually on your surroundings. 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.
=====
Possibly-Burning Questions
The spells below have been made with the above in mind, and may be further altered to stymie it as needed.
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.
=====
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 combat, the spell is in effect on you. 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 may be a persistent effect, usually on your surroundings. 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.
=====
Possibly-Burning Questions
Wait, what the hell? With so much fine print and maybe more, what are spells supposed to be for?
UB has defined combat applications, which reduces argument within combat, which is a directly adversarial situation.
Out of combat applications are just like in most role-playing games, supposed to be adjudicated by GM rather than by texts and more texts of spells and related rules.
Note that characters that are NOT spellcasters are also intended to have such out of combat applications for their red/yellow abilities, but usually the mental association by players/GM is limited depending on how they were named/visualised.
UB has defined combat applications, which reduces argument within combat, which is a directly adversarial situation.
Out of combat applications are just like in most role-playing games, supposed to be adjudicated by GM rather than by texts and more texts of spells and related rules.
Note that characters that are NOT spellcasters are also intended to have such out of combat applications for their red/yellow abilities, but usually the mental association by players/GM is limited depending on how they were named/visualised.
You mean spells are not different from non-magical abilities?
One of the premises of the game is that players should be treated equally. Whether or not their characters are spellcasters, they should be capable of changing the environment or impacting the storyline. That said, the extent of the changes should make sense given the abilities they have at their disposal, which can appear to be more limited.
One of the premises of the game is that players should be treated equally. Whether or not their characters are spellcasters, they should be capable of changing the environment or impacting the storyline. That said, the extent of the changes should make sense given the abilities they have at their disposal, which can appear to be more limited.
Then why take any utility/non-combat spells?
There aren't actually any non-combat spells, they all have some combat application.
There aren't actually any non-combat spells, they all have some combat application.
I am running out of Willpower, how do I get more to spend?
Willpower can be likened to traditional spell slots, except you don't get more when you level up.
If you want to cast a spell and solve a problem meant for the party, or start a battle with an advantage instead of waiting for your initiative, you can generally try to limit it to once per session.
If you spend a lot of WP in one session, then wait until you regain it, either by waiting out a few sessions without spending any, or roleplaying your virtues/vices.
Willpower can be likened to traditional spell slots, except you don't get more when you level up.
If you want to cast a spell and solve a problem meant for the party, or start a battle with an advantage instead of waiting for your initiative, you can generally try to limit it to once per session.
If you spend a lot of WP in one session, then wait until you regain it, either by waiting out a few sessions without spending any, or roleplaying your virtues/vices.
I want to cast a spell and immediately end a dangerous encounter, how can I do that?
Your available options are:
A) Do it before the encounter starts, when unobserved, and spend WP to avoid it. This usually works a lot better against environmental obstacles instead of living enemies, and some NPCs can spend WP to shake off effects.
B) Combat is by design dangerous, requires help of the party, and non-swingy. No single spell is likely to end a fight instantly.
C) Because combat is non-swingy, most NPCs are willing to at least talk, before combat begins. You can talk to them without using magic. If you're creative, work together to use your skills instead of magic.
D) All magical effects targeting others are viewed as hostile, and most that are not but are cast on other's properties are also viewed likewise. This is also true after the effects wear off, so not using magic is more likely to make friends, while using magic is seen at coercion as best.
E) When you (are high level enough to) get high rank abilities and Mastery options (similar to metamagic), these can extend an effect for multiple rounds. Note that this is also true for non-spell abilities.
Your available options are:
A) Do it before the encounter starts, when unobserved, and spend WP to avoid it. This usually works a lot better against environmental obstacles instead of living enemies, and some NPCs can spend WP to shake off effects.
B) Combat is by design dangerous, requires help of the party, and non-swingy. No single spell is likely to end a fight instantly.
C) Because combat is non-swingy, most NPCs are willing to at least talk, before combat begins. You can talk to them without using magic. If you're creative, work together to use your skills instead of magic.
D) All magical effects targeting others are viewed as hostile, and most that are not but are cast on other's properties are also viewed likewise. This is also true after the effects wear off, so not using magic is more likely to make friends, while using magic is seen at coercion as best.
E) When you (are high level enough to) get high rank abilities and Mastery options (similar to metamagic), these can extend an effect for multiple rounds. Note that this is also true for non-spell abilities.