Spellcasting

Spellcasting may take one of various forms depending upon the caster,
and a spell's effect can be just about anything. Spellcasting
utilizes spell points (SPs).
Spellcasting is affected by bulk (BULK).
An example:

help spell fireball

Help for spell:

Type             : Area attack spell
Damage Type      : Fire
Maximum Damage   : 250
Casting Time     : 5 Rounds.            Spell Costs     : 63
Alignment        : Neutral spell        Spell level     : 10
Affecting Stats  : Int                  Spell Creator   : Unknown.
Components: verbal
Saving Throw     : None.

Spell Category:  elemental
 -=- DESCRIPTION -=-
None Available.
This spell is an area of effect spell.
It damages all living beings in the room except party members.


Type: There are single attack spells, healing spells, area attack
spells, and miscellaneous spells. Single attack spells affect one
target only, healing spells heal the target, area attack spells
harm all targets that are NOT party members, and miscellaneous
is just about everything else.

Damage Type: This is the type of damage the spell does. There
are twelve damage types (DAMAGE TYPES).

Maximum Damage: This is the most damage a spell can inflict.

Casting Time: This is the number of rounds it takes to cast
the spell. It can be cast faster with quick chant (QUICK CHANT),
and you can see how long it will take to cast
with the essence eye skill (ESSENCE EYE).

Alignment: This generally determines the alignment necessary
to CAST the spell.

Components: Most components for spells are verbal. Verbal
spells can be stopped by silence spells (SILENCE).
Spells which require a material component require the caster to
have something in his inventory. If he doesn't have it, he
can't cast the spell (the spell will tell you what component
you need). Somantic components require the caster to move
in some way, shape or form. If the caster cannot move
(being held, stunned, unconscious) the spell cannot be cast.
Spells which have no components (psionics) will be able to
be cast without any requirements.

Affecting Stats: This determines what statistics help the
caster to succeed in casting a spell or enhancing its effects.

Saving Throw: In cases of damaging spells, this will determine
whether or not the monster can avoid taking full damage (taking
half instead).

Spell Costs: This is the cost of SPs that the spell is required
to cast.

Spell Level: This determines how expensive the spell is to study,
as well as what level the spell is usually received in the guild
(this is not always the case).

Components: Verbal components require the caster able to
speak. Somatic spells require the caster able to move. Any
spell which is somatic requires hands to be free of weapons
or equipment. For every hand that is filled with an item or
weapon, the caster is penalized one round. Material
components mean the spell requires something to be in
the caster's inventory to be cast. Sometimes that material
component is used in the casting, sometimes it isn't, it
depends on the spell. Spells that are both nonverbal
and nonsomatic cannot be interrupted by jars or actions
that would otherwise interrupt a spell (getting items,
putting items into something else, etc.).

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