Enkindled Spells 4.0

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Sikeopath

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Spells 101

Effects

Spell Effects - All spells regardless of which branch they originate from have access to these effects in some way, shape, or form. No additional research or specialization is required to gain these categories. Additionally, these effects only represent the spell’s main purpose. Multiple of these effects can occur.
  • Damage - (Inflicting wounds upon others)
  • Healing - (Restoring HP - only Life can have Major healing)
  • Defense - (Protecting others from harm before it would occur)
  • Movement - (Movement and the transportation of others)
  • Summoning - (Calling forth an NPC entity for various effects)
  • Enchantment - (Enhancing objects with magical properties)
  • Boon - (Enhancing creatures with magical properties)
  • Curse - (Afflicting creatures with magical properties)




Combat Effects - These are the various effects that spells can apply to various targets, adding greater versatility to their magics. Certain effects, known as “combo-effects” require additional steps in order to occur. This is typically done by inflicting an initial effect beforehand, or increasing the casting time or required components of a spell to compensate.
Please refer to The Universal Combat Effects section to view these.

Multi-Turn Spells - These spells require focus. Any spell that requires you to cast over multiple turns will consume as many actions as it requires. During these moments, you may not cast another spell or perform other actions. Unless specified otherwise, the caster may still move.
(Casting Time > 1 Turn)
 
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Success Rate (SR) Check

Every Spell an Enkindled casts may result in nothing happening. The Success Rate Check is applied to every Spell. Different tiers have different requirements, each needing a number of successes to be performed.
The minimum number of successes is stated beneath each Enkindled Rank, before their Spells.

Meeting the SR means that your Spell is successful! The effects will work as intended. However, if you fail to meet the SR, the Spell will not perform any of the abilities.
This will still consume your Astrium.

Concentration

Some Spells will have casting times that are greater than 1 Turn. This means that it takes multiple Actions to cast.
I.e. 2 Turns will require 2 Actions with the spell taking effect on the second action. The Action Pool only allows The Enkindled to have 1 Action, hence meaning that they would have to wait for another round to pass before successfully casting their ability.

Other Spells may have the ability to be re-cast on a future round.
I.e. A Spell that tells you “This ability can be used in the next consecutive round without consuming Astrium”

From the moment they cast this ability, the Enkindled has entered “Concentration” meaning that they must fulfil a certain criteria to be able to complete their cast.
  • The Enkindled cannot perform any other Action. Doing so breaks Concentration
  • The Enkindled cannot take a Major Wound+ in one hit. Taking this damage breaks Concentration.
  • The Enkindled can still move freely, defend as usual, perform Bonus Actions and perform Reactions.
  • For each round of Concentration, on their turn, The Enkindled must make their Spell Roll, meeting the SR every time.
 
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Spell Format

Name: [The name of the spell]
Branch: [The school(s) of magic the spell uses.]
Level/Cost: [The school(s) of magic the spell uses.]
Effect: [The primary purpose of the spell.]
Range: [The reach or area of the spell’s effect(s).]
Casting Time: [The action-pool requirements to cast. Uses Action unless stated otherwise. Cannot exceed 3 turns.]
Duration: [The time a continuous spell lasts, can also be maintained through concentration.]
Casting Roll: [The roll required to cast the spell.]
Description: [The various effects and purposes of the spell. Targets will often defend with normal defense rolls.]
 

Astral

Astral magics excel at the manipulation of cosmic forces. These are the laws by which all of reality must obey in order to maintain itself, each having a constant and consistent role in the universe.

These magics offer the most intuitive freedom, allowing Enkindled to achieve almost any desired outcome through study and obeying the fundamentals of each sub-branch. However, due to this they also struggle to demonstrate the same level of force and complexity other branches have to offer.

Here are the fundamentals of each sub-branch within Astral magic:

Gravitation:
  • Gravity, Mass, Magnetism, Control Zones.
  • Attract or repel targets in chosen directions.
  • Target’s gravity is increased, reduced, redirected, etc.
  • Manipulating a target’s mass for gravitational / orbital forces.

Planar:
  • Portal magic, Teleportation, Summoning, Binding.
  • Focused on the transportation of Items, people and creatures.
  • Binding things to objects or areas via planar seals.
  • Controlling small areas with barriers.

Occult

Occult magics excel at the manipulation of creatures. Both the inherent composition of such creatures, as well as how they will continue on into the future, are for the Enkindled to mould like clay.

These magics offer the most intricate, allowing Enkindled to achieve complex feats through cunning and management of resources available to each sub-branch. However, due to this they also struggle to possess the simplicity of brute force or diversity outside of their resources.

Here are the fundamentals of each sub-branch within Occult magic:

Life:
  • Restoration, preservation, and manipulation of the body.
  • Invigorating the body to provide boons, cures, and unique healing up to major.
  • Curing negative effects / magics.
  • Manipulating Flora.
Death:
  • Drawing from the life force of another (lifesteal).
  • Corrupting another’s lifeforce for withering and decay.
  • Purging beneficial effects / magics.
  • Undead summoning.

Elemental

Elemental magics excel at the manipulation of material powers. All in which the realm is composed from the skies, to the oceans, and the fires deep beneath even the earth itself which can be drawn from.

These magics offer the most brute force, allowing Enkindled to drive their goals and desires through any form of opposition. The means by which they achieve this differ with the strengths of each sub-branch. However, in their simple proficiency they lack the complexity or diverse abilities of other forms of magic.

Here are the fundamentals of each sub-branch within Elemental magic:

Elemental:
  • Air - Wind, Storms, Breath, Weather
  • Earth - Minerals, Crystals, Metals, Magma
  • Fire - Flames, Heat, Smoke, Light
  • Water - Streams, Cold, Frost, Blood
 
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