Showing posts with label Traditions. Show all posts
Showing posts with label Traditions. Show all posts

Wednesday, January 21, 2015

Spells, Power, and Rank, Oh My!

When you cast a spell in Shadow of the Demon Lord, you produce a unique magical effect. To cast a spell, you must have either learned it or possess it in a written form as an incantation. If you learned it, you must also have at least one casting of the spell that is expended when the spell takes effect. Here is how spells work.

Power and Rank
Power describes the amount of will, knowledge, and magical energy a character can harness. The game assumes all creatures have 0 Power. Characters may increase their Power from the paths. Players that choose magician or priest for their novice path at level 1 increase their Power by 1.

Power does two things. First, it tells you the highest rank spell you can learn. (I’ll explain ranks below.) Second, it tells you how many castings of a spell you have for any given rank. At Power 1, you have 1 casting for all rank 1 spells you know. At rank 2, you have 2 castings of rank 1 spells and 1 casting of rank 2 spells. It goes on from there. A table in the Magic chapter shows you how castings increase. Rank 0 spells, minor spells, have unlimited castings.

Learning Spells
Your path tells you when you can learn spells and how many spells you can learn. You can choose any spell you like when you learn a spell provided the spell’s rank is equal to or less than your Power and you have learned the rank 0 spell from the tradition.

Let’s say you have Power 1 and your path lets you learn two spells. You can learn up to rank 1 spells. If you wanted to learn a rank 1 spell from the Air tradition, flensing wind for example, you would first have to learn the rank 0 spell, direct wind, from the Air tradition. Once you learn direct wind, whenever you learn a spell, you can freely learn spells from the Air tradition.
In short, to learn spells from any tradition, you must first learn the rank 0 spell from that tradition.

Casting a Spell
A spell is a set of instructions. When you would cast the spell, you expend 1 casting of the spell and then follow the instructions to resolve its effects. Here’s an example spell.

Unspeakable Choice
Black Magic Attack 1
You use an action to cast this spell on one creature within medium range of you. The target takes 2d6 damage. If the damage would incapacitate it, the target may choose a creature friendly to it that it can see. The target reduces the damage it would have taken from this spell to 0 and gains 1 corruption. The creature the target chose then takes damage equal to one-half its Health.

The Name: The top line of a spell is the spell's common name. You can call a spell whatever you like, though. A caster might give spells learned more evocative and personalized names.
Tradition: The first bit on the second line is the tradition. This is an organizational/sorting keyword, generally, but some creatures have special resistances or vulnerabilities to spells of a particular tradition.
Attack or Utility: The second bit designates a spell as an attack or a utility. It's an important distinction for casting spells in combat. When you use an action to make an attack, you might make that attack by casting a spell, attack with a weapon, charge, or do something else. For warriors dabbling in magic, a warrior at level 5 can attack twice when using an action to attack. So, a warrior might attack twice with a sword or might attack with a sword and cast an attack spell or might cast two attack spells.
Rank: The last bit on the line tells you the spell’s rank. The core game will have spells from rank 0 to rank 5. Future products will expand the ranks up to 10.

The Effect: The effect explains how the spell works. Just do what it says to resolve its effects.


Regaining Castings
Once you expend the last casting of a spell, you cannot cast it again until you regain at least one casting for that spell. Talents from paths may allow you to regain castings during play, but everyone regains all expended castings after they complete a rest. 

Wednesday, January 7, 2015

Magic of the Demon Lord

The “magic” of the holiday season is rapidly receding in my rearview mirror and I’m now seeing road signs for the Kickstarter launch date, which is going to happen in about ten weeks or so. The date will firm up soon. Promise. So without wasting anymore time, let’s tackle another big chunk of the game: Magic.
     The game posits that all magical things, whether spell or artifact, derive their power from the same source. A wizard riding on the back of a war turtle and spraying liquid fire from his fingertips is drawing on the same energy source as does the unhinged cultist who reads incantations from the pages of the Tome of the Nailed Tongue, the devoted healer whose touch causes wounds to close and cures disease, or the wild man of the woods who can talk to birds. Magic is magic is magic. It’s all the same thing.

Traditions
Spells and other magical bits may draw power from the same source, but they have wildly different effects. After all, compelling the bartender with a spell to give you a drink for free is a bit different from calling into existence a wall of water that wobbles a bit and then crashes down to scatter everything it strikes. To help manage the various effects spells can create, the book sorts them by game effect or theme and shoves them into categories called traditions. Spells that create or manipulate fire tend to belong to the Fire tradition. Spells that deal with demons belong to the Demonology tradition. You get the idea.
     A tradition is more than a wrapper for spells, however. Traditions also provide a look at how the spells fit into the world, describes the kinds of people that learn those spells, and what an individual caster must do to cast the spell effect and what a caster must do to regain the energy required to cast the spells. As well, traditions sometimes deliver special rules that may describe consequences for learning spells from the tradition or weird effects that happen when a character casts a spell from the tradition. For example, Black Magic, Demonology, and Necromancy are all deemed dark magic since their spells tend to make the world a little worse. The desire’s end Black Magic spell detonates a creature’s “junk.” Necromancy spells create undead thralls. Demonology spells rip holes in reality to the Void so that demons can slither free. None of these traditions produce happy effects.
     The current draft has 34 traditions. Each tradition has ten spells. So the current draft has 340 unique spells. The traditions that will make it into the finished product will depend on how the Kickstarter goes, though even if I can only include just a few in the core book, I can deliver the rest via future supplements.
     Here’s a list of all the traditions I have designed so far:

Traditions by Attributes
Intellect                      Willpower
Battle                          Air
Black Magic               Alteration
Conjuration                 Celestial
Demonology               Death
Divination                   Earth
Enchantment              Fire
Faerie                          Life
Illusion                         Nature
Necromancy               Polymorph
Shadow                       Primal
Technomancy             Sorcery
Telepathy                    Spiritualism
Teleportation              Storm
Time                            Summoning
Wards                          Telekinesis
Witchcraft                  Theurgy
Wizardry                     Water