Formatting code for Spells


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__**[[Magic Magic]]**__, __**[[Powers Powers]]**__

=====__**Spells**__=====

<<__**[[DarkDivine Dark Divine]]**__
__**[[Divine Divine]]**__
__**[[Druidism Druidism]]**__
__**[[Elementalism Elementalism]]**__
__**[[Enchantment Enchantment]]**__
__**[[Illusion Illusion]]**__
__**[[Mysticism Mysticism]]**__
__**[[Necromancy Necromancy]]**__
__**[[Sorcery Sorcery]]**__
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__**[[GMCustomSpells 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 Magic]] section for a more thorough explanation of this, and other spell mechanics).

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.
**Name**
The name of the spell.
**Spell Cost**
The 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.
**Duration**
How 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.
**Components**
M: Spell cast using thought
S: Spell cast using gestures
V: Spell cast using spoken words
**Type**
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
**Range**
The maximum distance between the caster and the Area of Effect.
**Save**
Saving throw, if allowed, and the spell's effects, if any, if a save is made.
**Area of Effect**
The maximum area in which the spell is effective.
**Description**
A summary of the spell's effects.
**100/1**
The 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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