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Paradise Realms > 2008 Omnibus Project > Aspect System 6: Anatamy of an Aspect



Title: Aspect System 6: Anatamy of an Aspect


Dylan Earon - January 28, 2008 01:22 AM (GMT)
Spellbooks:

All spellcasters must have a spellbook, which records details of the spells the spellcaster knows. It is a marshalling tool and cannot be stolen from the character. A spellcaster must have his spellbook on his person in order to cast spells.

The beginning of each spell book must have the spellcaster's in-character and out-of-character name, whether the spellbook is IC or OOC (see below), and a listing of all spells the character is currently able to cast. The rest of the spellbook must include descriptions of each spell known - including specific components for each spell - to which the spell caster may refer to as needed during play.

Spellbooks may be declared in-character or out-of-character, and so noted on the title page ("IC" or "OOC" in large clearly written letters will do). Any change in a spellbook's IC/OOC status must take place between events, but requires no particular time to make any such change.

If a spellbook is declared "in-character," it can be read by other characters, and found and perused in a search. Spellcasters have no option to refuse to reveal their IC spellbooks, provided they are legally found in a search of the spellcaster's person.

If a spellbook is declared "out-of-character," the information summarized above is OOC information only and exists solely as a marshalling tool. It cannot be read by other characters or discovered in a search. Other information written in spellbooks may be read by others, at the owner's discretion, such as rune sets, history or lore.

In all cases, spellbooks remain non-stealable items.

Spell Components:

Spells have components that are necessary in order to cast the spells. Some are specific, and every player must use the same component to make sure that everyone understands what spell your character is casting. Some are left open, and the caster can choose any component that fits the description. The spell descriptions list the minimal spell components required for each spell. The game does not limit the caster's freedom to define his own magic, so the required components are as succinct as possible. You may add more requirements for shtick if you like, but you cannot leave out any of the minimums.

Here are the definitions of the different types of components:

Verbal Component (VC):

These are the words you have to say while casting the spell. It is important that you annunciate your verbal component and say it loud enough so the person or persons affected can understand what you are saying. Since the verbal usually explains what spell it is you are casting, if the target cannot understand you, they are not affected by the spell.

Material Component (MC):

There are three types of material components: required, disposable, and foci.

Required components are specific to a spell, such as bean-bags or foam and duct tape blocks for the Magic Missile spell. These components cannot vary from what is listed.

Disposable components are up to the player, but they must be something that is consumed or thrown away with every casting of the spell. A disposable component is something that the caster could easily hand to a magic marshal for inspection.

Lastly, a focus is a component that is not consumed or thrown away. Often, it is necessary for the spellcaster to brandish or use a focus while casting certain spells. The caster may have a single focus for all of his focus based spells. A focus is something that another player or NPC can obviously identify as the focus when the caster is using it for a spell. A focus requires a free hand to use, and may not be Realms legal weaponry (a weapon, bow, shield, etc.). A caster must also be able to hand this to a magic marshal for inspection.

All material components must be specified and written down in the character’s spellbook for every spell that they know, and, except for foci, the component must be different for each spell. A spellcaster must have at least one uninjured hand to use a material component.

Active Component (AC):

These are actions that the caster must take in order to cast the spell and must be performed at the time of casting. Characters may add anything else for role-playing purposes.




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