To get a feel for the magic system and how a spell caster select Effort in spells, we will walk through four common examples:
We will consider two spell casters: one a novice psychic and one an experienced sorcerer.
|Power Skill||Will||Magic Theory|
|Spell POW||Effort x Will||Effort x Magic Theory|
Determing the level of effort in a spell depends on a number of factors:
This step is straightforward. The range to the center of the effect is looked up in the Spell Casting Table to determine the range and radius. Keep in mind that within the area of effect a caster can identify a number of specific targets equal to their Quickness.
The caster may desire the maximum POW they can acheive or some lower value dependsing on the circumstances. Step 1 and 2 will determine the maximum level possible. To see if lower POW levels, the caster should consult the noun runes charts. Below we have a comparison of the four skills.
Please note that caster with higher levels of their power skill will result in higher spell POW levels than caster with lower levels. For example, if each caster above uses 4 effort: * The Pychic will cast a spell of 24 POW [4 Effort x 4 Will] * The sorcerer will cast a spell of 32 POW [4 Effort x 8 Magic Theory]
The results of casting a specc can be:
Since the caster is unaware of how much drain will actually be take, the caster needs to determine their tolerance for risk of results #3 and #4. For example, The Psychic can reasonably expect to roll 2-3 success.
1.Any spell with less than 3 spell points can expect to be in result band 1—no drain taken. 2. Any spell with less than 8 spell points can expect to be in result band 2. 3. Spells with between 8 and 13 spell points will likely result in result band 3. 4. Spells with more than 15 spell points will most likely result in death
Factoring into this decision is the current situation. When starting out a scenario, choosing option 4 it not likely. However, when fighting the Boss in a scenario, the caster may very well select option 3 or 4.
|POW||Heal / Break||Project||Fireball|
|10||Heals/Destroys 10 HP||No effect||1 pain; 2 HP Dam/min|
|20||Heals/Destroys 20 HP||No effect||2 pain; 4 HP Dam/min|
|25||Heals/Destroys 25 HP||Fires 1 arrow||2 pain; 5 HP Dam/min|
|30||Heals/Destroys 30 HP||Fires 2 arrows||3 pain; 6 HP Dam/min|
|35||Heals/Destroys 35 HP||Fires 6 arrows||3 pain; 7 HP Dam/min|
|40||Heals/Destroys 40 HP||Fires 12 arrows||4 pain; 8 HP Dam/min|
|50||Heals/Destroys 50 HP||Fires 48 arrows||5 pain; 10 HP Dam/min|
|60||Heals/Destroys 60 HP||Fires 195 arrows||6 pain; 12 HP Dam/min|
|70||Heals/Destroys 70 HP||Fires 780 arrows||7 pain; 14 HP Dam/min|
|80||Heals/Destroys 80 HP||Fires 1,560 arrows||8 pain; 16 HP Dam/min|
|90||Heals/Destroys 90 HP||Fires 12,483 arrows||9 pain; 18 HP Dam/min|
|100||Heals/Destroys 100 HP||Fires 49,932 arrows||10 pain; 20 HP Dam/min|