
Home, Rules, Message Boards, The Parthenon (AIM), The Parthenon (AOL)
Magic, Powers
Spells
Dark Divine
Divine
Druidism
Elementalism
Enchantment
Illusion
Mysticism
Necromancy
Sorcery
Custom Spells
In order to cast a spell the character must have the spell available to him; that is, he must possess the spell list, and be of sufficient level to cast the spell in question (except when 'overcasting'. See the Magic section for a more thorough explanation of this, and other spell mechanics). Divine
Druidism
Elementalism
Enchantment
Illusion
Mysticism
Necromancy
Sorcery
Custom Spells
No more than one spell per round may be cast. (Period, no exceptions.) Each spell is allowed only one save against its effects.
In combat, if a player is struck by either a weapon or a spell before he can cast, he loses the chance to cast, but no Power is expended.
Legend
Level
The minimum level the caster must be in order to cast the spell.
NameThe name of the spell.
Spell CostThe amount of Power Points required to cast a spell. In the case of spells that may be sustained, the cost to cast is followed by the cost to sustain for the number of rounds shown under “Duration.” Example: 8/3, where the initial cost is 8 Power Points, and the cost for sustaining is 3 Power Points.
DurationHow long the spell lasts after it is cast. If a spell is sustainable, the first number shows the initial number of rounds after the spell is cast; the second number shows the incremental number of rounds added when a caster sustains the spell. Example: 5(+2) would mean that the initial duration would be five rounds, and the spell may be maintained in 2-round increments.
ComponentsM: Spell cast using thought
S: Spell cast using gestures
V: Spell cast using spoken words
TypeS: Spell cast using gestures
V: Spell cast using spoken words
Cantrip: Spell takes one action to cast, with a +50 init bonus
Normal: Spell takes one action to cast
Ritual: Spell takes at least several minutes to cast, and may not be cast in combat
RangeNormal: Spell takes one action to cast
Ritual: Spell takes at least several minutes to cast, and may not be cast in combat
The maximum distance between the caster and the Area of Effect.
SaveSaving throw, if allowed, and the spell's effects, if any, if a save is made.
Area of EffectThe maximum area in which the spell is effective.
DescriptionA summary of the spell's effects.
100/1The effects of a spell if a critical failure (100) or a critical success (1) if rolled on the caster's MA.
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