Editing
Spellcasting
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== 2. Spellcasting Rules == The following rules apply to all spellcasters. These rules explain how spells are cast, how magical effects are maintained, and what happens when casting is interrupted. === 2.1. Stationary Casting === While casting a spell, the caster must remain in the same position where they began the spell. The caster may step in place, hop, or jump while casting, but they may not move away from the position where they began the spell. If the caster otherwise voluntarily moves, is forced to move, stops chanting, or is struck before the spell is completed, the spell is interrupted. === 2.2. Chanting and Spell Timing === Most spells require the caster to chant the spell's name while counting aloud for the spell's listed casting time. For example: ''"1 Heal, 2 Heal, 3 Heal..."'' The spell is completed once the full casting time has been reached. === 2.3. Spellbooks === Casters must have access to their spellbook while playing. The spellbook contains the spells known by the character and the rules for casting them. A Marshal may request to see your Spellbook at any time. '''No Spellbook = No Spellcasting''', even if your class has spell access. === 2.4. Physical Representations === Many spells require a physical representation, such as a headband, weapon sock, shield cover, [[Weapons and Equipment#Arcane_Bolts_and_Thrown_Weapon_Rules|magic bolt]], or other prop. Players are responsible for providing any physical representations required for the spells they intend to cast. === 2.5. Spell Length === At weekly games, spells only last until the end of a game round. Spells refresh at the start of each round. At events, spell length will vary depending on the type of event and spell cast. This will be explained during the event briefing. === 2.6. Spell Levels === Some spells can be upgraded by purchasing additional levels. Higher levels increase the number of active copies of that spell that the caster may maintain during a game round. For example, '''Arcane Weapon Lv 1''' allows 1 active Arcane Weapon, while '''Arcane Weapon Lv. 3''' allows 3 active Arcane Weapons. The exact benefits of each level are listed in the spell's description in [[Magic|Magic]].
Summary:
Please note that all contributions to Wizards and Warlords may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Wizards and Warlords:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Quick Navigation
Common CSS
Vector CSS
Citizen CSS
Sidebar Edit
Template Summary
Upload File
Special Pages
The Rules
Combat Rules
Combat and Damage
Terrain and Hazzards
Armour and Hit Points
Weapons and Equipment
Spellcasting Rules
Game Special Rules
Tools
What links here
Related changes
Page information