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vancian [2020/08/27 18:02]
kyle
vancian [2020/11/19 09:35] (current)
kyle
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-  * memorize spells that replicate other class/ability effects, cast them as an action. forget them immediately after casting. can only memorize spells you've copied into your spellbook. spells with more ability effects are higher-level and require more slots to memorize. have slots equal to your character level, can re-memorize once a day. 
-    * lucubration: spend mojo to recall a previously cast spell or change slot allocation for uncast spells 
-    * more memory slots 
-    * quickening: can cast as a free action 
-    * spell researcher: can create your own custom spells. maybe make this standard? if the default list is iconic/evocative enough then spell research doesn't need to be standard 
-    * scrollmaker: can create single-use items that replicate spells, or cast from Dosh instead of slots 
-    * counterspell: temporarily remove others' ability to use selected classes 
- 
-instead of casting as an action, can use any of your spells at any time (but once they're used, they're gone). 
-  * enchantment: using a spell lets you keep its effects and re-use it as much as you like for the duration of the current exploration turn 
-  * transmutation: can transfer spell effects to allies. maybe a standard 
- 
 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//The basic plan is that when they see you wearing this goofy getup they'll think you're some kind of wuss with a low "fort save". Then WHAM! You smack them over the head with the book.//
  
 Magic in an Annulus game is treated pretty much like any other skill or effect- special tricks that work all the time. Spells might consume resources, but they are not themselves a consumable resource. The Vancian's magic, however, is very much a limited resource that makes up for it by offering nearly unmatched versatility. It might also be somewhat more familiar and comfortable to players that are accustomed to the magic system used by another, much more popular system for playing tabletop RPGs. Magic in an Annulus game is treated pretty much like any other skill or effect- special tricks that work all the time. Spells might consume resources, but they are not themselves a consumable resource. The Vancian's magic, however, is very much a limited resource that makes up for it by offering nearly unmatched versatility. It might also be somewhat more familiar and comfortable to players that are accustomed to the magic system used by another, much more popular system for playing tabletop RPGs.
  
 ^[[#Vancian]] ^^Fire and forget. | ^[[#Vancian]] ^^Fire and forget. |
-|{{fa>caret-right?24}} |[[#Extraways]] |Treat cover as concealment. | +|{{fa>caret-right?24}} |[[#Dispel]] |Nullify target archetypes. | 
-^[[#Enterprises]] ||Vancian School |+|{{fa>caret-right?24}} |[[#Indelible]] |Spells last longer. | 
 +|{{fa>caret-right?24}} |[[#Lucubration]] |Change and recall memorized spells. | 
 +|{{fa>caret-right?24}} |[[#Signature]] |You retain one spell well. | 
 +|{{fa>caret-right?24}} |[[#Spellcrafter]] |Magic item crafting. | 
 +^ ^^^
  
 ====== Vancian ====== ====== Vancian ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Yer A Wizard:** You have the ability to learn and memorize "spells", special one-time effects that replicate the abilities of other classes. \\ \\ {{fa>plus-circle?24&align=left}}**Spellbook:** Your spellbook is a list of all the different spells you know. When you first take a level in Vancian, you start with three spells of your choice from the standard spell list (see below) in your spellbook. Spells have different levels depending on how many classes/abilities they replicate- a spell that replicates only one class is a level 1 spell, while a spell that replicates three classes/abilities at once is a level 3 spell. You can cast spells of any level regardless of your own level. \\ \\ {{fa>minus-circle?24&align=left}}**Memorization:** You cannot cast any of the spells in your spellbook unless you memorize them first. You have a number of spell slots equal to your level, and memorizing a spell reduces your available spell slots by an amount equal to that spell's level. For example, if you are fifth level then you have 5 spell slots and you could memorize any combination of spells you know whose total level isn't over 5: 5 first-level spells, 2 second-level spells and 1 first-level spell, 1 third-level spell and 2 first-level spells, a single fifth-level spell, whatever you like. \\ \\ {{fa>plus-circle?24&align=left}}**Memory Dupes:** You can memorize a single spell you know more than once if you want. There's no restrictions on memorization other than spells having to be in your spellbook and total available spell slots. \\ \\ {{fa>plus-circle?24&align=left}}**Casting:** Casting a memorized spell can be done at any time as a free action. Casting a spell allows you to use the abilities it imitates exactly once. If a spell's imitated abilities have multiple different potential uses, you can choose how you'll benefit from that particular casting of the spell when you cast it. If a spell's abilities can be combined into a single function (such as by combining a weapon attack with an elemental enhancement) you can choose to use them all at once with a single casting. \\ \\ {{fa>minus-circle?24&align=left}}**Components:** Anything a class/ability would normally cost to use (such as actions, Energy/Flesh, resources, or limited benefits allowable per session) is also a price you must pay in order to use it in spell form. \\ \\ {{fa>minus-circle?24&align=left}}**Forgetting:** Once you've cast a spell, you no longer have it memorized. Cross it off your memorized spells list; you can't cast it again (unless you memorized it more than once). Cast spells do not disappear from your spellbook, only from the list you've memorized. \\ \\ {{fa>plus-circle?24&align=left}}**Study:** You can re-memorize spells (or change which ones you have memorized) once per day after you get a good sleep. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Yer A Wizard:** You have the ability to learn and memorize "spells", special one-time effects that replicate the abilities of other archetypes. \\ \\ {{fa>plus-circle?24&align=left}}**Spellbook:** Your spellbook is a list of all the different spells you know. When you first take a level in Vancian, you start with three spells of your choice from the standard spell list (see below) in your spellbook. Spells have different levels depending on how many archetypes/abilities they replicate- a spell that replicates only one archetype is a level 1 spell, while a spell that replicates three archetypes/abilities at once is a level 3 spell. You can cast spells of any level regardless of your own level. \\ \\ {{fa>minus-circle?24&align=left}}**Memorization:** You cannot cast any of the spells in your spellbook unless you memorize them first. You have a number of spell slots equal to your level, and memorizing a spell reduces your available spell slots by an amount equal to that spell's level. For example, if you are fifth level then you have 5 spell slots and you could memorize any combination of spells you know whose total level isn't over 5: 5 first-level spells, 2 second-level spells and 1 first-level spell, 1 third-level spell and 2 first-level spells, a single fifth-level spell, whatever you like. \\ \\ {{fa>plus-circle?24&align=left}}**Memory Dupes:** You can memorize a single spell you know more than once if you want. There's no restrictions on memorization other than spells having to be in your spellbook and total available spell slots. \\ \\ {{fa>plus-circle?24&align=left}}**Casting:** Casting a memorized spell can be done at any time as a free action. Casting a spell allows you to use the abilities it imitates exactly once. If a spell's imitated abilities have multiple different potential uses, you can choose how you'll benefit from that particular casting of the spell when you cast it. If a spell's abilities can be combined into a single function (such as by combining a weapon attack with an elemental enhancement) you can choose to use them all at once with a single casting. \\ \\ {{fa>minus-circle?24&align=left}}**Components:** Anything an archetype/ability would normally cost to use (such as actions, Energy/Flesh, resources, Stress, or limited benefits allowable per session) is also a price you must pay in order to use it in spell form. \\ \\ {{fa>minus-circle?24&align=left}}**Forgetting:** Once you've cast a spell, you no longer have it memorized. Cross it off your memorized spells list; you can't cast it again (unless you memorized it more than once). Cast spells do not disappear from your spellbook, only from the list you've memorized. \\ \\ {{fa>plus-circle?24&align=left}}**Study:** You can re-memorize spells (or change which ones you have memorized) at the beginning of each session. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Spell Learning:** You can add new spells to your spellbook by learning them from other Vancians who know them or by researching them yourself. Researching spell allows you to customize exactly which abilities it grants.  |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Spell Learning:** You can add new spells to your spellbook by learning them from other Vancians who know them or by researching new ones yourself. You can have any number of spells you like in your spellbook at time. \\ \\ {{fa>plus-circle?24&align=left}}**Lemme See Yours:** If you have access to another Vancian's spellbook, you can copy spells out of it and into your own. This requires a procedure of work and Dosh equal to the level of the spell being copied (for fancy inks or arcane reagents or whatever). \\ \\ {{fa>plus-circle?24&align=left}}**I'll Do It Myself:** You can also research your own spells by selecting exactly which archetypes/abilities you want to include in them. You can research a maximum of one new spell per session, and it will be added to your spellbook at the beginning of the next sessionResearching a new spell costs Dosh equal to triple the spell's level. \\ \\ {{fa>minus-circle?24&align=left}}**Research Limits:** To include a archetype's advanced ability in a spell, you must also include the archetype itself (e.g. if you want the [[Negotiator]]'s Size Up ability, you must also have Negotiator in the spell.)  You can only include archetypes in a researched spell if you've already unlocked them for general use in your campaign world. If a archetype's abilities cannot be obtained or grant reduced/altered effects when using a keystone (such as some [[Outsider]] and [[Grinder]] abilities plus the entire [[Pheonix]] archetype) then they also have the same limitations when cast as a Vancian spell. |
 ^ ^^^ ^ ^^^
- 
-  * must include root class in spell 
-  * if can't use keystone to gain class effects, then also cannot use spells to get it (some outsider/grinder effects, the entire pheonix class) 
-  * costs dosh = spell level to learn a spell from another vancian, double that and limit 1/session to research a new one 
-  * can only research classes that you've unlocked 
  
 ^  Sidebar: Vancian Spells  ^ ^  Sidebar: Vancian Spells  ^
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 ^  Curse (Level 1: [[Hex]])  | ^  Curse (Level 1: [[Hex]])  |
 |{{ra>fireball-sword?20|Offense}}**Hex:** Single action, range 0-10. Inflicts {{ra>arcane-mask?20|Cursed}} to single target. Costs Mojo on 1-3. | |{{ra>fireball-sword?20|Offense}}**Hex:** Single action, range 0-10. Inflicts {{ra>arcane-mask?20|Cursed}} to single target. Costs Mojo on 1-3. |
-|{{ra>fireball-sword?20|Offense}}**Hex:** When rolling 10+ with any weapon attack, also inflict {{ra>arcane-mask?20|Cursed}} to weapon's target(s). |+|{{ra>fireball-sword?20|Offense}}**Hex:** Free action. When rolling 10+ with any weapon attack, also inflict {{ra>arcane-mask?20|Cursed}} to weapon's target(s). |
 ^  Fireball (Level 2: [[Grenadier]], [[Firebug]])  | ^  Fireball (Level 2: [[Grenadier]], [[Firebug]])  |
 |{{ra>fireball-sword?20|Offense}}**Grenadier+Firebug:** Single action, Whelm attack, range 0-10. Deals +2 damage above normal. Also hits nearby targets (1-4: 1m, 5-8: 2m, 9+: 5m). Consumes Supplies on 1-6. 10+ inflicts {{ra>burning-embers?20|Burning}} + {{ra>cut-palm?20|Bleeding}}/{{ra>ringing-bell?20|Dizzy}}/{{ra>aura?20|Numb}}. | |{{ra>fireball-sword?20|Offense}}**Grenadier+Firebug:** Single action, Whelm attack, range 0-10. Deals +2 damage above normal. Also hits nearby targets (1-4: 1m, 5-8: 2m, 9+: 5m). Consumes Supplies on 1-6. 10+ inflicts {{ra>burning-embers?20|Burning}} + {{ra>cut-palm?20|Bleeding}}/{{ra>ringing-bell?20|Dizzy}}/{{ra>aura?20|Numb}}. |
 |{{ra>fireball-sword?20|Offense}}**Firebug:** Single action, range 0-10. Inflicts {{ra>burning-embers?20|Burning}} to single target. Costs Supplies on 1-3. | |{{ra>fireball-sword?20|Offense}}**Firebug:** Single action, range 0-10. Inflicts {{ra>burning-embers?20|Burning}} to single target. Costs Supplies on 1-3. |
-|{{ra>fireball-sword?20|Offense}}**Firebug:** When rolling 10+ with any weapon attack, also inflict {{ra>burning-embers?20|Burning}} to weapon's target(s). |+|{{ra>fireball-sword?20|Offense}}**Firebug:** Free action. When rolling 10+ with any weapon attack, also inflict {{ra>burning-embers?20|Burning}} to weapon's target(s). | 
 +^  Force Armor (Level 1: [[Tank]]) 
 +|{{ra>gear-hammer?20|Utility}}**Tank:** Free action. Double your effective combat ratings (Melee/Remote/Whelm) for purposes of defense against one incoming attack. |
 ^  Haste (Level 1: [[Chronomancer]])  | ^  Haste (Level 1: [[Chronomancer]])  |
 |{{ra>gear-hammer?20|Utility}}**Chronomancer:** Free action, take 3 actions in a single turn instead of the normal 2. Costs Supplies on 1-6. | |{{ra>gear-hammer?20|Utility}}**Chronomancer:** Free action, take 3 actions in a single turn instead of the normal 2. Costs Supplies on 1-6. |
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 |{{ra>gear-hammer?20|Utility}}**Packrat:** Single action. Create item of choice and one random item from packrat list. Costs 1 Supplies. | |{{ra>gear-hammer?20|Utility}}**Packrat:** Single action. Create item of choice and one random item from packrat list. Costs 1 Supplies. |
 ^  Raise Zombie (Level 1: [[Necromancer]])  | ^  Raise Zombie (Level 1: [[Necromancer]])  |
-|{{ra>gear-hammer?20|Utility}}**Necromancer:** Procedure. Turn a single mostly-intact organic corpse into an animate undead creature (see Necromancer class description for details). Requires a further roll to control the resulting minion: 7+ for up to your level, 4+ for up to half your level, automatic success for up to 1/5 your level, cannot succeed for higher than your level. Costs 1 Supplies, can force success on failed control check by spending 1 more Supplies (your level or lower only). Stupid and aggressive. Turns feral at end of session automatically unless destroyed. |+|{{ra>gear-hammer?20|Utility}}**Necromancer:** Procedure. Turn a single mostly-intact organic corpse into an animate undead creature (see Necromancer archetype description for details). Requires a further roll to control the resulting minion: 7+ for up to your level, 4+ for up to half your level, automatic success for up to 1/5 your level, cannot succeed for higher than your level. Costs 1 Supplies, can force success on failed control check by spending 1 more Supplies (your level or lower only). Stupid and aggressive. Turns feral at end of session automatically unless destroyed. |
 ^  Soul Blade (Level 1: [[Blade]])  | ^  Soul Blade (Level 1: [[Blade]])  |
 |{{ra>fireball-sword?20|Offense}}**Blade:** Single action, Melee attack, range 1-2. 10+ inflicts {{ra>cut-palm?20|Bleeding}}/{{ra>broken-bottle?20|Deprived}}/{{ra>player-pain?20|Sore}}. | |{{ra>fireball-sword?20|Offense}}**Blade:** Single action, Melee attack, range 1-2. 10+ inflicts {{ra>cut-palm?20|Bleeding}}/{{ra>broken-bottle?20|Deprived}}/{{ra>player-pain?20|Sore}}. |
-^  Summon Minion (Level 1: [[Overlord]])  | 
-|{{ra>gear-hammer?20|Utility}}**Overlord:** Procedure. Create/conjure a minion of 1/5 your level to follow you around and do your bidding. Pre-create your minion's stats, all minions created by this spell are identical and interchangeable. Minions leave at end of session. Costs 1 Provisions for each concurrent minion beyond the first one, which is free. | 
 ^  Wish (Level 3: [[Wishmaster]]: Ambitious, Beneficent)  | ^  Wish (Level 3: [[Wishmaster]]: Ambitious, Beneficent)  |
-|{{ra>gear-hammer?20|Utility}}**Wishmaster:** Single action, make a wish for your choice of Destruction, Happiness, Health, Love, More Wishes, Mulligan, Power, or Wealth. See Wishmaster class description for wish results. Can optionally spend 1 Mojo to improve results of any wish by 1 step. Can only cast/benefit from this spell once per session. After casting this spell, -3 maximum spell slots for the remainder of the session. |+|{{ra>gear-hammer?20|Utility}}**Wishmaster:** Single action, make a wish for your choice of Destruction, Happiness, Health, Love, More Wishes, Mulligan, Power, Safety, Success, or Wealth. See Wishmaster archetype description for wish results. Can optionally spend 1 Mojo to improve results of any wish by 1 step. Can only cast/benefit from this spell maximum of three times per session. |
  
-====== Enterprises ======+====== Dispel ====== 
 + 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Nullifier:** Instead of casting a spell to benefit yourself, you can use an action to cast it on any other creature within throwing range (0-10 meters). If your target has levels in the same archetype that the spell contains, they lose all access to the features of that archetype until the end of the current exploration turn. \\ \\ {{fa>minus-circle?24&align=left}}**Newtonian Arcana:** If a target has more levels in a given archetype than the spell you're throwing at them does, they are unaffected by your dispel and the spell is wasted. | 
 +^ ^^^ 
 + 
 +====== Indelible ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Extended Spells:** When you memorize a spell, you can choose to gain the use/benefits of its associated archetypes/abilities until the end of the current exploration turn when you cast it instead of only once. For example, if you cast Fireball as an indelible spell you can throw as many fireballs as you want until the exploration turn ends. \\ \\ {{fa>minus-circle?24&align=left}}**Complex Matrix:** Spells enhanced with the Indelible ability are treated as double their true level for purposes of how many slots they occupy when memorized. You can memorize them in either their enhanced or unenhanced forms as you desire. | 
 +^ ^^^ 
 + 
 +====== Lucubration ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reconfigure:** As a procedure, you can meditate on your uncast spells and memorize new ones in their place. You can only replace uncast spells in this way; spell slots occupied by cast spells are still gone until the next session. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Regain:** As a procedure, you can return a spell you have previously cast during the session to your memory. Both the spell and the slots used to cast it are returned to you intact, allowing you to cast it again. \\ \\ {{fa>minus-circle?24&align=left}}**Strain:** Regaining a previously-cast spell involves a lot of mental strain, inflicting 1 point of Stress to you each time you make use of this option. | 
 +^ ^^^ 
 + 
 +====== Signature ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**One Kick, 1000 Times:** Choose one spell from your spellbook to be your signature spell. Roll a trigger die whenever you cast this spell; if the result is 7+ then it doesn't leave your memory and you can re-cast it again if you want. \\ \\ {{fa>plus-circle?24&align=left}}**Relationship Ended with Magic Missile, Now Fireball is Best Friend:** You can change which known spell is your signature spell between sessions. Once a session has begun, it is what it is. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Get Back Here:** You can choose to retain your signature spell in memory even if the trigger die is 1-6. \\ \\ {{fa>minus-circle?24&align=left}}**Mojo:** Retaining your signature spell when you normally wouldn't costs 1 Mojo. | 
 +^ ^^^ 
 + 
 +====== Spellcrafter ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Portable Magic:** As a procedure, you can create a scroll, potion, talisman, fetish, runestone, prayer slip or similar single-use magical item that holds a copy of any spell you have in your spellbook. These magical items occupy one inventory slot and can be used by anybody holding them to cast the spell they contain, even if they are not a Vancian. \\ \\ {{fa>minus-circle?24&align=left}}**Burnout:** After being used once, Spellcrafter magical items are destroyed and disappear from their holder's inventory. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Creating a magic item with Spellcrafter costs Supplies equal to the total slots the spell would otherwise occupy if you memorized it. | 
 +^ ^^^
  
-^Vancian School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
vancian.1598572921.txt.gz · Last modified: 2020/08/27 18:02 by kyle