Spellcasting
Spell overview
"Spell" is the general name for a kind of ability. Spells have these features:
A spell is an ability that creates a certain magical effect in one go. Someone who uses spells is called a caster.
A caster can only cast spells they have learned. A spell is a single ability used by "casting" it, producing an effect that can last anywhere from an instant to forever.
A caster doesn't need to have the traits of their spells' effects, and this has some rules consequences. For example, a fire mage doesn't need to be a fire creature themselves, and doesn't necessarily have fire powers when not casting. They don't get bonuses aimed at fire powers or fire creatures because of a fire caster upgradeupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus., and don't suffer the matching drawbacks either, unless the upgrade says otherwise.
In a way, a spell is like a specific tool or piece of software that achieves a specific effect. In general, a caster can't easily add or strip out parts of it on the fly.
"Spell" is shorthand for the abilities all casters use, which can be split in detail into many SkillsSkill技能A learned ability. Attribute + Skill makes most dice pools. and abilities.
Spellcaster roles: overview
Spellcaster roles fall into four fully separate main systems: arcane casters, ninjutsu casters, Taoist casters, and divine casters.
If a resourceresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. that gives you a spellcaster role doesn't say which, it is an arcane spellcaster role by default.
These four caster systems are separate from each other, and their arcane arts, ninjutsu, Taoist arts, and divine arts can't be shared between them.
Every resource that grants spellcasting is a separate spellcaster role. Even if two of them grant the same spell, they are different spellcaster roles, and their spells aren't shared. When you gain a spell exclusive to a role, it belongs by default to the role that granted it. When you gain a general spell, you must assign it to one of your current spellcaster roles that fits.
Effects and limits of spellcaster roles
A spellcaster role upgrade includes the abilities needed to cast a system's spells, the knowledge to research spells, and so on. It is usually a course of training in the Magical EssenceMagical Essence魔幻本质The Essence of magic and fantastic powers.. Buying a spellcaster role at a given level gives you these benefits:
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You gain the benefits of the spellcaster role upgrade itself, which are usually described in that role, and you can buy the spells under that role.
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You can research spell structures yourself. This lets you teach yourself spells within your spellcaster role; see the "Self-Taught Abilities" rules.
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A spellcaster role upgrade lets you combine energies and use your Energy PoolEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra. more efficiently. When you cast a spell, you may amplifyamplify增幅Spending extra energy to boost an ability. it, and you can also do extended research or heightening research on spells.
You also face these limits:
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You can only buy, learn, and use exclusive spells and general spells of your own caster system at or below your spellcaster role's level. You can't buy or teach yourself exclusive spells of other systems.
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If a role has abilities that improve casting, such as raising spell Power or lowering energy costs, they only improve that role's own spells.
Spellcaster role levels
A spellcaster role's level is the highest level of the abilities that give you your spellcasting.
These include the Mage TitleTitle称号A resource representing a profession or identity, with its own advancement path., the Magician Title, a GrimoireGrimoire魔导书A book of spells, used to learn and cast them., certain BloodlinesBloodline血统A resource that changes the character's lineage, granting racial or inherited powers. and AugmentationsAugmentation改造A resource that modifies the body through technology, magic, or anomalous means. that grant spellcasting, and so on.
Spellcaster role levels are D1, C2, B3, A4, and S5.
Role categories
Arcane casters
This usually means the most traditional mage: a caster who researches spells, or gains power some other way, and wields mysterious power.
An arcane caster's default spellcasting rollroll检定Rolling your dice pool of d10s; each die showing 8 or higher is a success. Written like 'a Dexterity + Stealth roll'. is INTIntelligence智力Knowledge, memory, and reasoning. Abbreviated INT in checks. + OccultOccult神秘学Knowledge of curses, magic, legends, and the dark world; also used for spellcasting rolls. + Power ± relevant modifiers.
The arcane casting cap is Intelligence + Occult rating + Power. This means that even if your final successessuccesses成功数The number of dice showing 8 or higher in a roll. exceed this cap, you only get successes up to the cap.
Taoist casters
What we usually think of as a Taoist priest, or a sorcerer or mage in the Chinese sense: a caster who wields mysterious power through Taoist arts.
A Taoist caster's default spellcasting roll is PREPresence风度Bearing and force of personality; drawing others' attention. Supernaturally, how far one transcends the Natural Essence. Abbreviated PRE in checks. + Occult + Power ± relevant modifiers.
The Taoist casting cap is Presence + Occult rating + Power. This means that even if your final successes exceed this cap, you only get successes up to the cap.
Ninjutsu casters
An unusual casting ability used by Japanese-style ninja, releasing strange mysterious power through hand seals and the like. It shows up mostly in manga and anime.
A ninjutsu caster's default spellcasting roll is PERPerception感知Noticing your surroundings, spotting changes, and picking out details quickly; also insight and intuition. Abbreviated PER in checks. + Occult + Power ± relevant modifiers.
The ninjutsu casting cap is Perception + Occult rating + Power. This means that even if your final successes exceed this cap, you only get successes up to the cap.
Divine casters
A way of casting that draws power from prayer and faith. People usually call such casters priests, and casters with this spellcaster role usually have a faith orientationfaith orientation信仰导向The direction of a character's faith, which affects divine abilities..
A divine caster's default spellcasting roll is PER + Occult + Power ± relevant modifiers.
The divine casting cap is Perception + Occult rating + Power. This means that even if your final successes exceed this cap, you only get successes up to the cap.
Spells in detail
A spell's Power is usually 2 at D-Rank, 4 at C-Rank, 6 at B-Rank, 10 at A-Rank, and 16 at S-Rank.
A spell's energy cost is usually D1, C3, B5, A7, S9.
Spells with an energy cost of 0: a cost of 0 doesn't mean the spell needs no energy, only that its cost is trivial next to the caster's recovery, or that it just draws on free-floating energy from outside.
Some spells let the user put in extra XP for extra effects; these effects are usually called "development".
The effects of some spells depend on spell level. Such spells usually explain their own levels; if they don't, use D1, C2, B3, A4, S5.
Spells of a double RankRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points. count as the single Rank for this; for example, a spell priced at BB counts as B-Rank.
Amplifying spells
Many spells let the character amplify them.
Amplifying covers amplification cost, amplification effect, and amplification cap, which are usually described in the matching amplification effect.
Amplifying strengthens the spell's effect when cast.
Some abilities improve amplification, for example:
If the ability can be amplified, it is already amplified X points (times): in this case, it counts as already amplified. If it hasn't reached the cap, you can keep amplifying, but the cap doesn't change, and further amplification continues from the already-amplified state. (For example, the 1st amplification costs 1 mana and the 2nd costs 2 mana. If it is already amplified once, amplifying further costs 2 mana.)
If the ability can be amplified, amplification costs X points less: in this case, you amplify as normal, but you don't pay X points of the extra energy cost.
If the ability can be amplified, the amplification cap rises by X points (times): in this case, your amplification cap rises by X points, or possibly X times.
Some abilities cost more than 1 energy per amplification. For example: a character has an ability that counts as already amplified 3 points, and each amplification costs 2 mana. The character's first amplification costs nothing, and the second costs 1.
Heightening spells
Heightening a spell raises its spell level (D-C-B-A-S). You can raise a spell one level at a time, and after raising it, its energy cost and Power use the new level. Unless stated otherwise, the spell then counts as the new level when determining its spell level. You can only heighten a spell up to the highest level of the spellcaster role it belongs to.
Heightening costs XPXP经验值Points earned in Films and spent to raise Skills and buy Feats. equal to the spell's current level (d1 c3 b9 a27) x 8 XP.
Unless stated otherwise, every spell can be heightened.
Spell components
Spells need a particular procedure to cast, including chanting incantations, particular gestures, and spell materials. This is a necessary condition for completing the spell's formula, or a ritual to call up your own inner will, or a way to draw the attention of a particular great being.
Verbal: if you can't speak clearly, you can't cast spells with a verbal component.
Book: spells with a book component are usually Grimoire spells. To cast such a spell, you must hold the Grimoire that records it; otherwise you can't cast it.
Material: some spells consume materials. Unless stated otherwise, the materials cost 10 points for a D-Rank spell, 20 for C-Rank, 50 for B-Rank, 100 for A-Rank, and 200 for S-Rank. These materials usually don't count against carrying capacity, and taking them out takes no action of its own but is part of the casting action. They also don't need a free hand, even if there are several materials. But without the materials, you can't cast the matching spell. In general, you can only use spell materials provided by the Overseerthe Overseer主神The giant sphere of light at the center of the Overseer's Space. It summons Reincarnators, sells upgrades, heals and revives, and erases those who break its rules., unless the character can get them in a horror film and the Overseer accepts this.
Somatic: if you can't make the movements precisely, you can't cast spells with a somatic component. This includes:
- Having no hand to cast with (you need at least 1 free hand).
Example: you can't cast with a weapon in one hand and a shield in the other. But someone holding a two-handed weapon isn't affected: they can hold the two-handed weapon in one hand while casting.
Example: losing the form of your hands, for example being transformed so you have tentacles, hooves, or claws.
Special: holding a book doesn't count as using a hand, so you can cast with a book in one hand and a weapon in the other.
- The caster's spellcasting rolls take a DPdice pool骰池How many d10s a roll uses, usually Attribute + Skill + modifiers. Written DP. equipment penaltyequipment bonus器械加值A bonus (or penalty) from tools, weapons, armor, and other gear. equal to their armor's Armor PenaltyArmor Penalty盔甲减值[Armor Penalty X]: how much the armor hampers Base Defense and speed. x 2.
The effect of prohibitions
When a caster is affected by a prohibition that forbids a certain effect, and the prohibition doesn't say it works on spells, and isn't a power on the level of world law, the Three Thousand Great Daos, or divine will, the caster can try to cast a spell that produces that effect. Their spellcasting roll (needed now even for spells that normally need no roll) takes a penaltypenalty减值A modifier that subtracts from a pool or value. equal to the number of D's in the prohibition's Rank x 2. If this brings their spellcasting DP to 0 or less, the spell can't be cast. And even if the spell is cast, its effect only lasts an instant.
*Prohibitions include limits such as "no fire effects can be created near an ancient ice elemental". Purely natural environmental effects, such as trying to use fire spells underwater, can count as a prohibition of Rank 0 (it doesn't stop the casting, but it can stop the spell from lasting). If the limit comes from physical conditions, the spell stops when it hits the limit. For example, if a sealed space can't hold the huge amount of water a "Create Water" spell makes, the water stops when the space is full (or when the air pressure and water pressure in the space balance out, if the STStoryteller主持人The person who runs the game and speaks for the world; ST for short. thinks physics should be given weight).
Interrupting spellcasting
When a character casts in certain unstable conditions, they may be interrupted, and need to roll to keep casting:
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Interrupted by a special ability: while casting, the caster may be hit by another character's "counterspell" or a similar ability that interrupts the casting. In that case, the matching ability explains the details.
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Taking heavy damage: while the caster is casting, if a character with an ability to deal damage outside their turnturn回合One character's moment to act within a round. (such as a readied actionreadied action准备动作An action prepared in advance and taken when a chosen trigger happens.) successfully damages the caster, the caster must make a Fortitude roll against a DCdifficulty难度The number of successes a roll needs; DC for short. equal to the damage taken. If the Fortitude saveFortitude save强韧豁免The save against poison, disease, and other effects on the body. fails, the casting is interrupted.
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Losing control of the body: while the caster is casting, if a character with an ability to make you lose control of your body outside their turn (such as a readied grapplegrapple擒抱Seizing and holding an opponent.) puts you in the airborne, prone, grappled, or mounted state, you must make a STAStamina耐力Health, toughness, and metabolism; the ability to withstand injury and illness. Abbreviated STA in checks. roll against a DC equal to (the level of the spell you are casting + 1) squared. On a success, you cast the spell as normal.
If a spell is interrupted, the actions, energy, materials, and so on spent on casting aren't returned; they are lost as normal.
Note: every ability that takes a long time to cast is subject to this rule.
Spell SpecialtiesSpecialty专业A focus within a Skill that gives a specialty bonus on related rolls.
Every spell has its Specialty within Occult. Without the matching Specialty, you can't cast it.
Divination: spells of this Specialty usually reveal some intelligence or information.
Conjuration: spells of this Specialty are wide-ranging and have all kinds of traits.
Evocation: spells of this Specialty usually involve the elements, and usually just deal damage, simply and bluntly.
Necromancy: spells of this Specialty usually involve undead, or harming other creatures.
Illusion: spells of this Specialty create false objects or new abilities. Every spell with this Specialty counts as an "illusion".
Barrier: spells of this Specialty create a barrier for protection, isolation, or other uses. Every magical barrier created by a spell with this Specialty is called a "barrier".
Protection: spells of this Specialty affect a target and strengthen its defenses. In general, this is a status.
Transmutation: spells of this Specialty affect a target and change it. In general, this is a status.
Creation: spells of this Specialty usually create a new item or new ability, or something else "new" in concept.
Summoning: spells of this Specialty usually summon an item or creature that already exists, or borrow part of its abilities.
Curse: spells of this Specialty affect a target and weaken its abilities. In general, this is a status. Every spell with this Specialty is a "curse".
Mind: spells of this Specialty affect the target's mind.
Enchantment: spells of this Specialty affect the state of creatures or items, like Transmutation, and may also create certain items, like Creation. It sits between "Transmutation" and "Creation".