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Casting spells and using special abilities

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barbarian666
Captain

PostPosted: Mon Jan 14, 2008 9:00 pm


Ok, Whilst hitting an enemy around the head with your sword until it drops dead is undeniably a good tactic there are those amongst us who prefer the more refined and sophisticated method of fighting known as spellcasting and here is a brief explanation of how it works.
PostPosted: Mon Jan 14, 2008 9:09 pm


Ok.. Every spell or ability has a cost in HP required to cast/use it. You must also have the required skills at the level stated. Here is an example

Spell/Ability name: Fire
Effect: Hurls a small fireball at the enemy
Cost: 3 HP
Skills required: Occult -1
Damage: 1d6

Ok, let's break this down so it's easy to understand. First of all you have the name of the ability/spell and what it does. Speaks for itself really. Next you have the cost in HP. This is what it costs to cast the spell/ability. Regardless of whether it hits or not you MUST pay the cost. Also a little note. HP expended whilst casting magic/using abilities DOES NOT raise your limit break.
Skills Required are the name(s) of the stat(s) and the number of Stat Points you must have in them to be able to perform the skill. In this case you only need 1 point in Occult to cast it.
Damage is simple really. In this example you would roll as if attacking normally, so in other words you'd roll your Occult against your opponents Dexterity as normal. After working out the damage of your attack normally you would roll one six-sided dice ((This is what 1d6 stands for....1 six sided dice)) and add the result to your normal damage to determine your final damage.

barbarian666
Captain

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Eternal Tale

 
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