I ended up making some changes. Updated on the Google Doc as well
(http://bit.ly/kZEHfh)
Increasing the Casting TimeA spell is normally cast in a single combat
round, but a Caster may increase the Casting Time of a spell to reduce
the total Intensity. The caster may reduce the Intensity by 1 if they
have the spell take an extra two Rounds to Cast, but a spell can only
benefit from increasing the casting time twice. Furthermore, the
Intensity for the spell cannot be reduced below 4 with this method. If
the caster is damaged in any of the rounds required to cast the spell,
they lose a die from the width of the Sorcery roll when it is made. So
a spell can have its total Intensity lowered by 2 if it takes five
rounds to cast. Any further delays require the spell be a Ritual.
Rituals
Ritual spells take much longer to cast and usually require rare
components or special conditions. A Ritual spell takes 10 Minutes to
cast. Then, every additional 10 Minutes required to cast the spell
reduces Intensity by one. The caster can choose to require the spell
take Hours, instead, each of which reduces the Intensity by two.
Finally, for every special condition or component required, reduce the
Intensity by 2. Any special condition or components must be
particularly rare/difficult to obtain/large so as to make it
inconvenient to cast on the spur of a moment. Some good examples might
be "the blood of a virgin" or "a metal ring 15 feet in diameter" or "a
pentagram made of salt large enough for the caster to stand in the
middle".
So a spell that takes 3 Hours to cast and requires the aforementioned
metal ring would see its Intensity reduced by 8 (-6 for 3 Hours to
cast and -2 for the metal ring). No spell can have its Intensity
lowered below 4 through Ritual magic.
Added this section:
Casting Spells
To cast a spell, the caster makes a Sorcery roll based off of the most
appropriate attribute. Every Effect pair is matched to an Attribute
and that Attribute is paired with the Sorcery skill when that Effect
is used. In instances with multiple Effects being attributed to a
spell, use the Attribute that is linked to the Effect that set the
baseline Intensity. So, when casting an Intensity 4 Abet and Intensity
3 Incite, the baseline Intensity would be set by the Abet spell, so
the Sorcery roll would be made with the Knowledge attribute.
The Difficulty for the spell roll is equal to the Intensity set. If
the caster's Sorcery matched set has a height equal to or greater than
the Intensity, then the spell has been successfully cast. If a caster
fails to overcome the Difficulty of the Spell, then the caster has
suffered a magical backlash as they are unable to control the power
they were trying to wield. The character immediately suffers a number
of Shock points equal to the Intensity of the spell to their Torso.
This damage cannot be reduced in any way.
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