GameplayMechanicsCombatArcanaSpellcasting

Spellcasting is the practice of harnessing arcane energy and dispersing it as spells.

Harnessing Arcana

Every spellcaster has a Harness Skill which is determined by Class. The requirements and effectiveness of spells scale off of this skill.

Arcanum

All casters rely on Arcanum to bind and control Arcana, acting as a equivalent to traditional weaponry. Only Casters can use Arcanum and they require them to use spells. You can only have one equipped at a time. Arcanum have multiple stats like traditional weapons.

  • Damage - Determines spell damage.
  • Penetration - Determines spell penetration.
  • Assist - Determines potency of healing and buffs. Abbreviates as AT. ^8c9c24
  • Repress - Determines potency of debuffs. Abbreviates as RS. ^0438cd

Catalysts

Catalysts are arcane artifacts which come with spells and Spellcasting#Bolts. All artifacts that give users a spell grants a version with limited charges separate from Attunement Shards. Some Catalysts do not require the user to be a Caster. Catalysts without the Weapon Templates#Melded Trait scale their spells off of their own stats rather than the user's Arcanum.

Bolts

Arcane Schools

Arcane Schools are the types of Arcana that Casters can Harness, therefore, determining the types of spells they can use. There are 7 Schools of Arcana:

  • Conjuration, elemental power manifested as attack spells.
  • Enchantment, arcana used to augment the physical ability of entities.
  • Psychomancy, arcana used to control and influence the mind.
  • Manipulation, focused telekinesis and spatial manipulation.
  • Illusion, shrouds, mental images and physical imitation.
  • Restoration, healing entities and stopping ailments.
  • Manifestation, creating weapons and summoning objects. Arcane Schools are often determined by Class.

Subschools

Individual Spells sometimes have subschools, marking that spell as a hybrid spell and tying it to that school. As a result, Spells from a different school can still be chosen if they have one of your #Arcane Schools as a Subschool.

Attunement

Casters use Attunements to harness Spells. Spells may cost Attunement Shards which are separated by level. Spells can be Surged to increase the spell’s effectiveness by using a higher level Shard. There are 9 levels for Spells (0-8) each Corresponding to a shard level. Level 0 spells called Null Spells which cost no Shards. 

Spell Modifiers

Spell Modifiers are specific syntax within spells. [TC] - An Action Check the Target faces. [AC] - A personal Action Check. [Use Condition] - A required condition for the Spell to be used. [Summon] - An entity summoned by the spell. Summon Actions are listed below this modifier. [Cooldown] - A period of time that must pass for this Spell to be reused. [Counterspell] - This spell can used as a reaction in Break: Counterspell. [Encode] - This spell requires a Channel but does not conflict with other channels. ^876095

Surging Spells

Casters can cast spells using higher level Shards, increasing their power based on excess Shard Level. Surging can also be abbreviated as SU.

If a Spell has a negative Surge modifier, it is known as being Diluted, reducing the spell's potency. ^b0d51b

Channeling

During combat, some spells require multiple turns to activate. This is called a Status Tokens#Channel, of which there are multiple types. You cannot have multiple Channels active normally.

  • Passive 
    • Can perform all actions while channelling.
    • Does not usually break from hit.
  • Mobile
    • Can move and use actions.
    • Chance to break on hit, influenced by Fortitude
  • Static
    • No movement or actions
    • Chance to break on hit, influenced by Fortitude
    • [Encode] Static Channels allow the preparation of other Spells but still lock movement and actions.
    • Static Channels can be broken to lose the spell but keep the Attunement Shard. After a Channel has passed, you have until the end of the next turn to cast or you will lose the spell.

Caster Breaks

Reactions that use up Breaks that are specific to Casters. All Casters get 3 Breaks. Casters gain 1 Break every 2 turns

Hasty Dive

Counterspell ^af264c

  • Use a [Counterspell] to defend agai5nst enemy attacks. -1 AP, -1 Break. All casters start with Distortion.
    • [Counterspell] : Distortion
      • Disrupt a enemy spell by blasting pure arcane energy.
      • Destroy an enemy spell by using Attunement Shards of equal power to the cost of the spell.
      • [Cooldown] 2 Turn Swift Rise
  • Recover from Status Tokens#Down instantly. -1 Break Reposition
  • Gain +2 Move for this turn, this effect ends instantly if an enemy is within 6 tiles. -1 Break
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