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Paradise Realms > 2008 Omnibus Project > Aspect System 2: Caveats



Title: Aspect System 2: Caveats


Dylan Earon - January 28, 2008 12:46 AM (GMT)
Caveats

Caveats are general rules that apply to all spells or spell effects of a similar type. Each spell that is affected by a caveat is listed in the appropriate place.

Chanting: Some spells require that their verbal component be chanted continuously for the duration of the spell. This includes Protection from Undead, Protection from Enchanted Beings, and Transmute Self. These spells do not take effect until the verbal component has been recited fully at least once, and last as long as the caster continues the chant. Out-of-character explanations (such as combat calls) do not interrupt these spells. Therefore, if you are chanting a Transmute Self spell and are hit by a weapon, you may call, "No effect," without interrupting your spell. Likewise if you are chanting a Protection from Undead spell and a goblin hits your leg, you can call, "Leg" (or "Armor," or "Armored Cloak," etc.) without having your spell end. The verbal component for these spells must be spoken clearly and loudly enough that anyone affected by the spell can understand them. The chanting spells listed above can be disrupted by the spell Disrupt. It is the caster's responsibility to know what the Disrupt spell is, how to recognize it, and how to respond to it. It is a fifth circle Abjurer spell.

Circles: There are a number of spells that are considered "circle" spells. This includes Circle of Healing, Circle of Protection, Group Healing, Group Animate, and Mystic Forge. A circle spell must be clearly defined by a length of appropriate rope that has been laid on the ground with the ends overlapping. The ends cannot be tied together or secured in any way, and the rope in general cannot be secured or bound in place or the spell fails. Although a given circle spell may have a specific way of being broken, all circle spells are broken if the rope is jostled enough by a player able to cross it to move the ends apart. Any circle spell can be disrupted by the spell Disrupt. It is the caster's responsibility to know what the Disrupt spell is, how to recognize it, and how to respond to it. It is a fifth circle Abjurer spell.

Disruptions: Certain spells can be disrupted. This includes Light, Protection from Undead, Protection from Enchanted Beings, and all Chanting and Circle spells. A spellcaster is responsible for knowing how to recognize and respond to their spell being disrupted.

Enchanted Beings: All characters with any Spellcraft Aspects, undead, and certain creatures are considered to be "enchanted beings". Characters with no Spellcraft Aspects are only enchanted beings if under the effect of a spell that makes them undead (see the Undead Caveat). An enchanted being suffers from being affected by certain spells, while non-enchanted beings are not. These spells include Circle of Protection and Protection from Enchanted Beings.

Poisons: Poisons are potions of a most nefarious nature. The poison must be ingested, and cannot affect those who do not eat or drink it. The poison will only affect the first character to ingest a part of the poison. The effect of the poison must be written on a scroll, and delivered to the victim by either the poisoned or the Magic Marshal immediately after the poison has been consumed. The poison&'s mundane antidote must be listed along with its sigil in the creator's Aspect Chart. Also refer to the Potions Caveat.

Potions: All characters who take any Aspects of Alchemy, or the spell Create Potion must have a page with their Aspect Chart listing the sigils that he/she will use to label potions. Each type of potion they can create must have a unique, distinguishable sigil (including a sigil for each effect of Create Potion, if they know that spell). When a potion is made, the alchemist must put his legible signature, the appropriate sigil, and the date upon the container. Once created, all potions are considered stealable items. A potion can be represented as by a potion, a lotion, elixir, food, scroll or anything else, as long as it can be safely administer in a combat situation. Potions may only be administer by a living or undead character. The creator need not present in order for his/her potion to be used. If the potion duplicates a spell effect, the user of the potion is considered the caster of the spell.

No potion created by a player can carry over from event to event; it expires at the end of the event for which it was created. The alchemist may choose whether or not to further limit the lifespan of a potion each time it is created by writing a distinct expiration time among the required information on the container. Any potions lacking a specified expiration time last until the end of the event.

Regeneration: Some spells grant the ability to regenerate. These include Create Undead Soldier, Embrace Death, Transformation, and Regeneration. When this ability is triggered (by death, being wounded, etc.), the target's wound(s) begin to heal. Until the specified amount of time has past, this grants no benefit. A blow to any kill location on a dead body will cause a regeneration count to reset no matter where the killing blow was inflicted. Impaling causes regeneration to stop, and the count resets once the weapon is removed. Regenerating from death heals all healable wounds on the body. If examined by another person, wounds can be seen to be regenerating.

Repairs: Spells that repair or heal people or things are instantaneous. While they have a visible effect that lingers, they do not leave a lingering magical aura on the target. They cannot be "un-repaired" by Disenchanting them.

Undead: The Zombie Walk spell and any Necromancy path spell which has a lingering effect upon a character makes that character undead. When the spell is cast upon someone’s character, the spellcaster must explain to the player what it means to be undead. All undead are affected by the spells: Circle of Protection, Protection from Enchanted Beings, and Protection from Undead. When the spell is no longer affecting the character, he is no longer undead.

Weapon Enchantments: Some spells allow the spellcaster to add a combat call to their attacks. This call must be made before the attack lands. If the attack was blocked by armor, a spell, or strikes a legal hit location, a use of the spell is expended. Otherwise, upon a parry or miss the use remains. If you are unsure if the blow landed, you must assume it did. These spells are mutually exclusive and will override any existing combat call on a weapon. Weapon types, such as axe/mace, are not covered by this caveat. None of these spells can be cast upon a Magic Missile or Lightning Bolt.




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