Spell list

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Spells

A character can cast a spell they know by expending a charge of the appropriate tier. Unless otherwise specified, when a spell allows or requires a saving throw, the DC for that saving throw is 5 if the caster is Common, 7 if the caster is Elite, 9 if the caster is Paragon, or 11 if the caster is Legend tier.

Every spell has some sort of Casting Action: Casters must perform that action in order to cast the spell. Broad movements reduce visual Stealth by 2 and other forms of Stealth by 1 while casting; speaking or making sounds has a limited stealth value. Some spells are particularly flashy. Remaining perfectly still makes you stationary until you take a non-cheap action.

Conscious creatures may choose to be hit by spell attacks or fail their saves against spells, if they so desire. When a spell says "if you hit the target with an attack," "if the target fails a save," or something of that nature, the attack or save is performed as part of resolution of the spell.

Targets are chosen when the caster begins casting, and must remain valid for the entire time that the spell is being cast. If they are not, the spell is unsuccessful, but the charge is not wasted.

Common Spells

SMW::off {{#ask: Tier::Common |sort=Color |format=template |template=SMWEmbed |link=none |limit=9999 }} SMW::on

Elite Spells

SMW::off {{#ask: Tier::Elite |sort=Color |format=template |template=SMWEmbed |link=none |limit=9999 }} SMW::on

Paragon Spells

SMW::off {{#ask: Tier::Paragon |sort=Color |format=template |template=SMWEmbed |link=none |limit=9999 }} SMW::on

Legend Spells

SMW::off {{#ask: Tier::Legend |sort=Color |format=template |template=SMWEmbed |link=none |limit=9999 }} SMW::on