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[[File:IlisaraRules.png]]
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[[Category:Done]]
 
Casters, also known as magic-users or spellcasters, are capable of casting spells. A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.
 
Casters, also known as magic-users or spellcasters, are capable of casting spells. A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.
  
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*8 Arcana to create a Tier 1 ability
 
*8 Arcana to create a Tier 1 ability
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== Spell Damage Types ==
 
== Spell Damage Types ==
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*Radiant
 
*Radiant
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*Shadow
  
 
*Storm
 
*Storm
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=== Healing ===
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Healing spells gain a +1 bonus to HP healed at level 5, another +1 bonus at level 7, and another +1 bonus at level 10.
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=== Resistance ===
  
 
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
 
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
  
Resistance and then vulnerability are applied after all other modifiers to damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.  
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Resistance and then vulnerability are applied after all other modifiers to damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.
  
 
== Caster Basic Attacks ==
 
== Caster Basic Attacks ==
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AOE abilities hit multiple targets in an area. When you use an AOE ability, you roll a single attack roll, and every affected target rolls their Defense against that attack roll. AOE attacks follow these guidelines:
 
AOE abilities hit multiple targets in an area. When you use an AOE ability, you roll a single attack roll, and every affected target rolls their Defense against that attack roll. AOE attacks follow these guidelines:
  
*No strict limits on # of targets hit

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*No strict limits on # of targets hit
*Allies are not damaged by allies’ AOE attacks (normally)
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*Allies are not damaged by allies’ AOE attacks (normally)
*AOE abilities always deal less damage to each individual target than Single Target abilities

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*AOE abilities always deal less damage to each individual target than Single Target abilities
=== Spellcaster Tier 3 ===
 
 
 
To design a Spellcaster Tier 3 ability, begin by deciding if your ability is a Single Target damage/healing spell, AOE damage/healing spell, or in-combat Utility spell. In general, Single Target abilities deal more damage and have stronger secondary effects. Once you have chosen, follow the instructions in the respective section -- and you’re done!
 
 
 
==== Single Target ====
 
 
 
There are four options for damaging/healing Tier 3 Abilities. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has.
 
 
 
<table>
 
  <tr>
 
    <th>.</th>
 
    <th>Tier 3 Single Target Damage or Healing</th>
 
    <th>Maximum roll</th>
 
    <th>Minimum roll</th>
 
    <th>Average roll</th>
 
  </tr>
 
  <tr>
 
    <td>Option 1</td>
 
    <td>2 + 2d8</td>
 
    <td>18</td>
 
    <td>4</td>
 
    <td>11</td>
 
  </tr>
 
  <tr>
 
    <td>Option 2</td>
 
    <td>4 + 2d6</td>
 
    <td>16</td>
 
    <td>6</td>
 
    <td>11</td>
 
  </tr>
 
  <tr>
 
    <td>Option 3</td>
 
    <td>6 + 2d4</td>
 
    <td>14</td>
 
    <td>8</td>
 
    <td>11</td>
 
  </tr>
 
  <tr>
 
    <td>Option 4</td>
 
    <td>10</td>
 
    <td>10</td>
 
    <td>10</td>
 
    <td>10</td>
 
  </tr>
 
</table>
 
 
 
Once you’ve chosen an Option for damage / healing output, you can (optionally) choose a secondary effect for your Tier 3 ability. If you choose a secondary effect, your damage output is decreased by 1.
 
 
 
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Single Target Damaging Ability Secondary Effects  
 
 
 
<i>You can only choose these secondary effects if your ability deals damage.</i>
 
 
 
* Target is slowed, so their speed is halved

 
* Target takes -2 to all Attack rolls for one turn

 
* Target takes -2 to all Defense rolls for one turn

 
* Target takes 1 damage each turn, for 3 turns

 
* Target takes -5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn

 
* Target takes an additional 3 damage if they are of the type your spells gain an attack bonus against

 
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Single Target Healing Ability Secondary Effects  
 
 
 
<I>You can only choose these secondary effects if your ability heals.</I>
 
 
 
* Target’s speed is doubled for one turn

 
* Target gains +2 to all Attack rolls for one turn

 
* Target gains +2 to all Defense rolls for one turn

 
* Target deals an additional +1 damage each turn when they hit with an ability, for 3 turns

 
* Target gains +5 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn
 
 
 
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Special Note for Single Target Hybrid Damage / Healing Abilities
 
 
 
If you would like to deal damage and heal in one ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 5 damage” or “deals 5 healing”.
 
  
 
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==== Multi Target (AOE) ====
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=== Tier 3 ===
  
There are four options for damaging/healing Tier 3 Abilities. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has.  
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The [[Spellcaster Tier 3]] page will explain how to create a Tier 3 Ability for a spellcaster.
  
<table>
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=== Tier 2 ===
  <tr>
 
    <th>.</th>
 
    <th>Tier 3 AOE Damage or Healing</th>
 
    <th>Maximum roll</th>
 
    <th>Minimum roll</th>
 
    <th>Average roll</th>
 
  </tr>
 
  <tr>
 
    <td>Option 1</td>
 
    <td>1 + d8</td>
 
    <td>9</td>
 
    <td>2</td>
 
    <td>5.5</td>
 
  </tr>
 
  <tr>
 
    <td>Option 2</td>
 
    <td>2 + d6</td>
 
    <td>8</td>
 
    <td>3</td>
 
    <td>5.5</td>
 
  </tr>
 
  <tr>
 
    <td>Option 3</td>
 
    <td>3 + d4</td>
 
    <td>7</td>
 
    <td>4</td>
 
    <td>5.5</td>
 
  </tr>
 
  <tr>
 
    <td>Option 4</td>
 
    <td>5</td>
 
    <td>5</td>
 
    <td>5</td>
 
    <td>5</td>
 
  </tr>
 
</table>
 
 
 
Once you’ve chosen an Option for damage / healing output, choose a secondary effect for your AOE Tier 3 ability.  If you choose a secondary effect, your damage is decreased by 2.
 
 
 
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AOE Damaging Ability Secondary Effects  
 
 
 
<I>You can only choose these secondary effects if your ability deals damage.</I>
 
 
 
* Targets are slowed, so their speed is halved

 
* Targets take -1 to all Attack rolls for one turn

 
* Targets take -1 to all Defense rolls for one turn

 
* Targets take -3 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn

 
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AOE Healing Ability Secondary Effects  
 
 
 
<I>You can only choose these secondary effects if your ability heals.</I>
 
  
 
* Allies’ speed is doubled for one turn

 
* Allies gain +1 to all Attack rolls for one turn

 
* Allies gain +1 to all Defense rolls for one turn

 
* Allies gain +3 to Dexterity, Strength, Knowledge, Stamina, Charisma OR Arcana checks for one turn

 
----
 
 
 
Special Note for AOE Hybrid Damage / Healing Abilities   
 
 
 
If you would like to deal damage and heal in one AOE ability, you can. Choose Option 1, 2, 3, or 4 from the table above for your base damage or healing. Your secondary effect will be “deals 2 damage” or “deals 2 healing”.
 
 
 
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==== Utility ====
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The [[Spellcaster Tier 2]] page will explain how to create a Tier 2 Ability for a spellcaster.
  
As a spellcaster, you can choose to forgo dealing damage or healing to create a Tier 3 ability with in-combat Utility. In-combat utility powers are strong. Buffs that modify allies’ Defense or Attack rolls usually last two turns, and debuffs for enemies usually last one turn. You can choose any effect from this list (or create your own with DM approval):
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=== Tier 1 ===
  
Single Target Utility Effects
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The [[Spellcaster Tier 1]] page will explain how to create a Tier 1 Ability for a spellcaster.
 
 
* The caster teleports a short distance

 
* The caster shapeshifts

 
* The caster “steals” a Tier 3 ability from an ally or enemy and uses it once

 
* The caster flies a short distance

 
* An ally gains 5 extra hit points from any healing abilities for two rounds

 
* An ally gains +7 to their next skill check (Arcana, Dexterity, Strength, Stamina, Knowledge, OR Charisma)

 
* An ally gains +5 to all Defense OR Attack rolls for two turns

 
* Enemy target takes -5 penalty to all Defense OR Attack rolls for one turn

 
* Enemy target cannot heal for one turn

 
* Enemy target is asleep, and thus unable to act for two turns. This condition ends if the target takes damage.

 
* Target is polymorphed for two turns. This condition ends if the target takes damage.

 
* Conjure a creature that has 5 hit points and deals the same damage or healing as your basic attack.

 
* All enemy targets are rooted in place for two turns.

 
Tier 3 abilities cannot be too powerful, but you should use your imagination and find something flavorful and fun that suits your character. If you want to use one of the effects from the above list and make it apply to multiple targets, consider toning the ability down; for example, all allies gain +2 to all defense rolls made for two turns instead of +5.
 

Latest revision as of 09:31, 25 June 2019

IlisaraRules.png Casters, also known as magic-users or spellcasters, are capable of casting spells. A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead. Casters are very powerful in Ilisara and thus are somewhat rare.

If you are playing a caster of some kind in the Ilisara RPG, your ability to deal damage is based on a series of formulas that loosely match the output of a weapon-wielding character. In some ways, this is limiting. All spellcasters deal a similar amount of damage. They passively receive bonuses to their damage as they level. There is no direct way to upgrade spell power through armor or weapons, except for finding rare items built specifically for magic users. These items usually cannot be bought in town or crafted. However, spellcasters can add incredible magical flavor to their abilities. Their spells can be healing, damaging, or utilitarian in nature, and spells allow you to do much more than swing a weapon in combat.

Spellcasters’ primary “required stat” is Arcana. Arcana encompasses knowledge of a specific kind of spellcasting, whether it is divine/holy, arcane, elemental, or some other kind.

Requirements:

  • 5 Arcana to use a spell as a basic attack
  • 4 Arcana to create a Tier 3 ability
  • 6 Arcana to create a Tier 2 ability
  • 8 Arcana to create a Tier 1 ability

Spell Damage Types

All spells, including a caster’s Basic Attack, have a specific damage type. When you create your character’s spells, choose which type they are. Spells are seldom more than one type.

  • Arcane
  • Acid
  • Cold
  • Fire
  • Nature
  • Necrotic
  • Psychic
  • Radiant
  • Shadow
  • Storm


Healing

Healing spells gain a +1 bonus to HP healed at level 5, another +1 bonus at level 7, and another +1 bonus at level 10.

Resistance

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance.

Caster Basic Attacks

At level 1, you design a basic attack for your spellcaster. Your basic attack is a ranged spell that deals damage. There are four options for your basic attack’s damage output. For convenience of player choice, you can see the minimum and maximum rolls made possible by each option, and the average roll that each option has. Choose wisely.

. Basic Attack Damage or Healing Maximum roll Minimum roll Average roll
Option 1 1d8 8 1 4.5
Option 2 1d6 + 1 7 2 4.5
Option 3 1d4 + 2 6 3 4.5
Option 4 4 4 4 4

Option 1 and 2 are good for players who want their damage to go up and down a lot depending on the dice roll (and have a high maximum damage output). Option 3 and 4 are for for players who want more consistent damage (and have a lower maximum damage output). Option 4, notably, involves no dice rolling -- so you can be certain by choosing Option 4 that your basic attack will always deal 4 damage.

When you have chosen an option for damage output, choose a Spell Damage Type.

Spellcaster Tier Abilities

Spellcasters have the benefit of making incredibly flavorful Tier abilities. They can be in-combat utility spells, like a short-range teleport, or spells that deal damage/healing. Spellcaster Tier abilities that deal damage/healing can be AOE or Single-Target. When you design a Tier ability for yourself, use the correct table (Single Target or AOE) to determine the attack’s damage or healing output.

Special Note About AOE (Area Of Effect) Abilities

AOE abilities hit multiple targets in an area. When you use an AOE ability, you roll a single attack roll, and every affected target rolls their Defense against that attack roll. AOE attacks follow these guidelines:

  • No strict limits on # of targets hit
  • Allies are not damaged by allies’ AOE attacks (normally)
  • AOE abilities always deal less damage to each individual target than Single Target abilities

Tier 3

The Spellcaster Tier 3 page will explain how to create a Tier 3 Ability for a spellcaster.

Tier 2

The Spellcaster Tier 2 page will explain how to create a Tier 2 Ability for a spellcaster.

Tier 1

The Spellcaster Tier 1 page will explain how to create a Tier 1 Ability for a spellcaster.