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Spell List: Difference between revisions

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*'''Vocals:''' The incantation that should be said by the caster when the spell is cast. Casters are permitted and encouraged to vary their vocals, provided they retain the required elements.
*'''Vocals:''' The incantation that should be said by the caster when the spell is cast. Casters are permitted and encouraged to vary their vocals, provided they retain the required elements.

*'''Call:''' Descriptions of combat spells also include a damage or effect call, which must be given at the end of the vocals (or when specified) to indicate to the target what effect they must take.
*'''Call:''' Descriptions of combat spells also include a damage or effect call, which must be given at the end of the vocals (or when specified) to indicate to the target what effect they must take.

*'''Range:''' The maximum range at which the spell can be cast. '''Self''' spells can only be cast upon the caster themselves, while '''touch''' spells require the caster to place their hand on (or over) the target, either continuously or at the conclusion of the vocals; note that special rules apply to combat touch spells.
*'''Range:''' The maximum range at which the spell can be cast. '''Self''' spells can only be cast upon the caster themselves, while '''touch''' spells require the caster to place their hand on (or over) the target, either continuously or at the conclusion of the vocals; note that special rules apply to combat touch spells.

*'''Duration:''' The length of time that the spell’s effects last. Instantaneous spells deliver their effects immediately after the vocals (or the call) are complete.
*'''Duration:''' The length of time that the spell’s effects last. Instantaneous spells deliver their effects immediately after the vocals (or the call) are complete.

*'''Cost:''' The cost in [[Magic#Magic Points|magic points]] that the caster must pay upon completion of the vocals. Some spells have variable casting costs depending on the effect the caster wishes to achieve.
*'''Cost:''' The cost in [[Magic#Magic Points|magic points]] that the caster must pay upon completion of the vocals. Some spells have variable casting costs depending on the effect the caster wishes to achieve.


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| '''Combat and Information Spells'''
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*'''Combat:''' The spell has an offensive effect that makes it useful in battle. Every combat spell’s vocals conclude in a standard '''damage''' or '''effect''' call, which the target should be able to enact without referee intervention.
*'''Combat:''' The spell has an offensive effect that makes it useful in battle. Every combat spell’s vocals conclude in a standard '''damage''' or '''effect''' call, which the target should be able to enact without referee intervention.

*'''Information:''' The spell reveals something of the target’s nature or current state to the caster. It does not directly affect the target, and thus ignores the immunity to magic that generally applied to enchanted or cod iron items.
*'''Information:''' The spell reveals something of the target’s nature or current state to the caster. It does not directly affect the target, and thus ignores the immunity to magic that generally applied to enchanted or cod iron items.
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Revision as of 19:14, 12 September 2024

Spell descriptions include the following details:

  • Vocals: The incantation that should be said by the caster when the spell is cast. Casters are permitted and encouraged to vary their vocals, provided they retain the required elements.
  • Call: Descriptions of combat spells also include a damage or effect call, which must be given at the end of the vocals (or when specified) to indicate to the target what effect they must take.
  • Range: The maximum range at which the spell can be cast. Self spells can only be cast upon the caster themselves, while touch spells require the caster to place their hand on (or over) the target, either continuously or at the conclusion of the vocals; note that special rules apply to combat touch spells.
  • Duration: The length of time that the spell’s effects last. Instantaneous spells deliver their effects immediately after the vocals (or the call) are complete.
  • Cost: The cost in magic points that the caster must pay upon completion of the vocals. Some spells have variable casting costs depending on the effect the caster wishes to achieve.
Combat and Information Spells

Spell descriptions below may include one of the following labels:

  • Combat: The spell has an offensive effect that makes it useful in battle. Every combat spell’s vocals conclude in a standard damage or effect call, which the target should be able to enact without referee intervention.
  • Information: The spell reveals something of the target’s nature or current state to the caster. It does not directly affect the target, and thus ignores the immunity to magic that generally applied to enchanted or cod iron items.

Fundamental

Lesser Greater Exalted
Countermagic Greater Countermagic Disenchantment
Detect Magic Extension
Nullify
Planar Shift
Reflective Shield

Corporeal

Lesser Greater Exalted
Cleanse Wound Banish Corporeal Cure All
Diagnosis Blinding Font of Healing
Discern Corporeal Nature Corporeal Weapon Inflict Disease
Enhancement Cure Affliction Poisoning
Fumble Cure Disease Regrowth
Lesser Healing Greater Healing Strength
Mute Harden Skin Total Heal
Painlessness Paralysis Touch of Death
Recovery Purge Poison
Retribution Sturdiness
Sanctuary Wounding

Elemental

Lesser Greater Exalted
Cleanse Object Aura of Defence Disintegrate
Discern Elemental Nature Banish Elemental Earth Shock
Entangle Dispel Elements Elemental Storm
Identify Materials Elemental Bolt Exalted Armour
Mend Elemental Weapon Field of Tangles
Open/Lock Flare Invisibility
Repel Heat Object Lightning
Shatter Magic Armour Repel All
Strike Down Magnetise Teleport
Repair Weapon of Power
Telekinesis
Transmute

Spiritual

Lesser Greater Exalted
Befriend Banish Spirit Aura of Fascination
Command Exorcism Cloud of Confusion
Confusion False Memory Spectral Form
Detect Spirits Sleep Spirit Storm
Discern Spiritual Nature Spirit Bolt Spirit Wrack
Distract Spirit Shield True Sight
Enthral Spiritual Weapon
Fear Succour
Forget Suggestion
Sense Threats
Spirit Reading

Demonology

Lesser Greater
Discern Nature of Demon Banish Demon
Identify Demon Mark

Necromancy

Lesser Greater
Discern Nature of Undead Banish Undead

Thaumaturgy

Lesser Greater
Discern Nature of Construct Banish Construct