Difference between revisions of "Supernatural Stunts"
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|class="MainPageBG" style="width:50%; border:1px solid #CD6600; background:#55BBFF; vertical-align:top; color:#000;"| | |class="MainPageBG" style="width:50%; border:1px solid #CD6600; background:#55BBFF; vertical-align:top; color:#000;"| | ||
{|width="100%" cellpadding="2" cellspacing="5" style="vertical-align:top; background:#55BBFF;" | {|width="100%" cellpadding="2" cellspacing="5" style="vertical-align:top; background:#55BBFF;" | ||
− | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Enchanted Items - Thaumaturgy | + | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Enchanted Items - Thaumaturgy/Fae Magic</h2> |
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|style="color:#000;"|{{tab}}Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which a Thaumaturgist has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an magic user to use a specified spell one time without taking any stress during the course of a scene. | |style="color:#000;"|{{tab}}Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which a Thaumaturgist has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an magic user to use a specified spell one time without taking any stress during the course of a scene. | ||
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* '''+enchant/del <num>:''' Deletes that item from your sheet. | * '''+enchant/del <num>:''' Deletes that item from your sheet. | ||
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− | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Rotes - Evocation/Channeling/Fae Magic</h2> | + | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Rotes - Evocation/Channeling/Fae Magic/Runic Magic</h2> |
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|style="color:#000;"|{{tab}}Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect. | |style="color:#000;"|{{tab}}Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect. | ||
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Rote spells are always very narrowly-defined: a single evocation application using a single element, such as a fire attack which always has the same weapon rating, or an air maneuver which always creates the exact aspect. However, within its narrow range of application, a rote spell can be very useful for a simple reason: Rotes are the only way to gain bonuses on Casting rolls. | Rote spells are always very narrowly-defined: a single evocation application using a single element, such as a fire attack which always has the same weapon rating, or an air maneuver which always creates the exact aspect. However, within its narrow range of application, a rote spell can be very useful for a simple reason: Rotes are the only way to gain bonuses on Casting rolls. | ||
− | When casting a rote spell for attack, the evocator receives the bonus conferred by the Rote to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while Rotes have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used. | + | When casting a rote spell for attack, the evocator receives the bonus conferred by the Rote to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while Rotes have no inherent limiter on their uses, they do cause '''1 shift of damage''' to your stress track every time they're used. |
Essentially, Rotes are the 'Stunts' for the Casting skill. | Essentially, Rotes are the 'Stunts' for the Casting skill. | ||
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|class="MainPageBG" style="width:50%; border:1px solid #CD6600; background:#55BBFF; vertical-align:top; color:#000;"| | |class="MainPageBG" style="width:50%; border:1px solid #CD6600; background:#55BBFF; vertical-align:top; color:#000;"| | ||
{|width="100%" cellpadding="2" cellspacing="5" style="vertical-align:top; background:#55BBFF;" | {|width="100%" cellpadding="2" cellspacing="5" style="vertical-align:top; background:#55BBFF;" | ||
+ | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Rune Spells - Runic Magic</h2> | ||
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+ | |style="color:#000;"|{{tab}}Runic spells are those spells which a practitioner of Runic Magic has been taught to use. The Runic Magician may have learned these from tomes, teachings, or in a booming Odin's voice from the sky, but they have developed them to the point they have them on hand and ready to go. | ||
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+ | Rune spells are always very narrowly-defined: a single evocation or thaumaturgical effect combined with a single game action, such as a fire attack which always has the same weapon rating, or an air application to create an advantage which always creates the same aspect. You can also create something with Thaumaturgical effects such as a Ward for creating an advantage. | ||
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+ | Within its narrow range of application, a Runic spell can be very useful for a simple reason: '''Runic spells cause no hexing and cannot be used to cause hexing.''' | ||
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+ | When casting a runic spell for attack, the magic user receives the total shifts conferred by the casting roll, plus uses any bonus from Specializations, Rotes of the spell, and additionally gains their Weapon rating. Keep in mind, while Runic spells have no inherent limiter on their uses, they do cause '''1 shift of damage''' to your stress track every time they're used. | ||
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+ | To create a rote spell, type '''+spell/add <name>=<description>'''. The description fills in exactly what the spell does and what it's formed of. Each Runic spell is assigned a number when viewed with ''+show'', and this is the <number> used in the following commands. | ||
+ | * '''+spell/rename <number>=<new name> renames a Runic spell.''' | ||
+ | * '''+spell/redesc <number>=<new description> changes the Runic spell's description.''' | ||
+ | * '''+spell/del <number> deletes a Runic spell from your spell list.''' | ||
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! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Magic User</h1> | ! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Magic User</h1> | ||
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Revision as of 06:28, 31 May 2017
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