Spells

From Adventure's Edge RPG
Jump to navigation Jump to search

Table of Contents | Previous Chapter | Next Chapter

This chapter contains a list of the available spells for spell casters to learn. Each spell has several descriptors that explain what a spell can do.

Spell Name

The spell name is the common name of the spell. In play, characters might encounter casters who use other names for their spells. Not every wizard calls their fireball spell “fireball”, but from a game perspective all of these spells can be considered to be standardized. Note: this list should in no way be considered to be exhaustive.

Description

The spell description includes the details of the spell. Most should be self-explanatory. There are common abbreviations used throughout the descriptions, ranges, and durations. Any time you see a variable followed by “/ CL”, this represents a spell that increases with the character’s caster level in that realm of power.

Level

Level is the level of the spell, 1-5.

Parameters

The parameters of the spell include the type of targets, the range of the spell, the duration of the spell, how many targets it affects, and if it can be “scaled” up in power. Additionally, some spells are “instant”; these spells will also be marked with an “*” next to the spell name. Instant spells can be cast as a Reaction, without preparation, regardless of level.

Targets and Target Categories

Spells can affect different types of creatures or inanimate objects of various sizes. All creatures are divided into categories: Animals, Monsters, People or Plants.

Animals are all naturally occurring creatures in the world, from insects, birds, and dogs, to horses, lions, or whales. Essentially any creature identifiable with the four Nature proficiencies (Land Animals, Birds & Fliers, Fish & Aquatic Life, and Insects & Creepers).

Monsters are all non-naturally occurring creatures in the world, in the sense that they came into being through magical influence. This includes all creatures identifiable with an Arcane Knowledge proficiency (aberrations, constructs, dragons, magical beasts and oozes) or Occultism proficiencies (celestials, elementals, fey, infernals, shadows, spirits, and undead).

People are all sapient races. There is an overlap between categories explained below. 

Plants are all non-sentient growing things in the world. The author recognizes this may pain some readers from a taxonomical perspective, but this is a game book and not a biology book. 

Any creature that has two categories targeted with a spell that only effects one of those categories gains +5 to the appropriate defense score (usually Mind). Here are some examples: 

Dragons are Arcane creatures (Monsters) but they are also sapient (People), and as monstrous people they gain +5 defense if a spell targets only people or only monsters.

Vampires are undead which makes them monsters, but they are also sapient, which makes them people.

A magically developed assassin vine would be a monster and a plant.

Almost all Fey, as magical beings, are monsters and people. Some deserve that moniker more than others. 

Some spells, specifically ones designed to affect undead, will list undead as the targets instead of monsters. However, if it doesn't also list people, and the caster targets a vampire to use the above example, the vampire would get +5 to their defense.

Range

Range is how far away the spell can hit a target. The ranges are:

Self - The spell can only be cast on the caster himself.

Touch - Touch spells can be cast on the caster, or on a target that he touches. The effective range is the reach of the caster for hostile touches, or 5’ for willing touches.

Close - The target must be within 25'. 

Short – The target must be within 50’.

Medium – The target must be within 100’.

Long – The target must be within 200’.

Duration

Duration is how long a spell lasts without being cancelled or dispelled. Spells without a duration have an immediate effect that is not ongoing. Spells with a duration have a variable / Rank, which means the spell lasts for Rounds [R], Minutes [M], 10 Minutes, [M], Hours [H], Days [D], Weeks [W] or Years [Y] per rank in spell craft.

For example, if the spell says 10 minutes / Rank, and the character has 5 ranks in Spellcraft, the spell will last for 50 minutes.

Scaling

Many spells have the “scaling” parameter. Scaling spells can be cast at a higher level to make the spell more potent. Depending on the spell, scaling can increase the range, duration, or number of targets. A spell caster must be able to cast at that level – just because a spell can be scaled, it doesn’t grant the ability to the caster.

For example, if a Magician with a Force of 3 casts “Deflect” to parry an incoming arrow, it is a level 1 spell with a parameter of “scaling – 1 Ranged attack”. This means if three people were shooting at him, he could cast the spell at 3rd level and deflect all three attacks.

Concentration

If a spell has both a duration and “concentration”, this means that the caster can maintain the spell for up to the duration, but he must also concentrate to keep it going. A person can only concentrate on one spell at a time, they cannot cast another spell, and they are at minus one edge to take actions. If their concentration is broken, such as from taking damage and failing a Discipline check, the spell ends immediately.

Direct / Indirect

Direct spells are targeted at a creature or object and require a spell attack roll against the target’s defense score. A physical manifestation of the spell is hurled at the target, and where appropriate armor protects against these types of spells.

Indirect spells require line of sight [unless specified otherwise]. The attack roll is against the target’s Mind Defense, not their Defense Bonus. Indirect spells bypass armor. Some Indirect spells target objects or an area instead of a person or creature. In these cases, the target is based upon distance with a DL equal to the number of spaces away (DL 1 per 5').

For example, if a Magician wants to center a fireball on a specific square that is 100' away, it would be DL20. If the roll fails (but the spell succeeds) use the Spell Targeting table to determine which square the spell centers on. For each additional 5 less than the DL the spell hits the next adjacent space in that direction. If the targeting roll is 6-8, the shot goes high. If the target is in the air above the caster, 6 & 7 the shot goes low and an 8 goes high. If firing down on a target this is reversed, and 6 is low with 7 & 8 going high.

Table: Spell Targeting
2 3 4
5 6-8 9
10 11 12

Spell Library

Spell Lists