Spells
Spells that can be
cast in combat fall into to two categories: Incremental Spells and
All-Or-Nothing Spells.
Incremental spells are things like Spell Strike or Heroism. In
other words spells that change the amount of Health someone has. These
are usually the biggest time wasters in combat so these are going to be the
ones we are trying to pair down and simplify.
All-Or-Nothing spells are easier (though a lot of time can be lost choosing
these spells, but by getting rid of the Casting Phase should speed that up).
All-Or-Nothings are things like Sleep (unless dispelled opponent is out of
combat), Teleport (same idea just its caster that's out instead).
The idea behind these groups are if math is involved in resolving the spell
its an Incremental. If not its an All-Or-Nothing. Both pf these
groups are the only spells that can be cast in combat. (well I guess
you could still cast a read rune in the midst of a melee but you get my
drift. These are the only spells that normally can affect a combat.)
Incremental Spells:
Spell |
Effect |
Sphere |
Stone Skin |
+X Hps |
Battle & Avoidance |
Enchant Weapon |
+X to Weapon Strike |
Battle |
Spell Strike |
X Direct Dmg |
Battle |
Heroism |
+X Hps |
Healing |
Exorcism
|
X
Direct Dmg to Spirits |
Metaphysical |
Spirit Shield |
+X Hps against Spirits |
Metaphysical |
All-Or-Nothing Spells:
Spell |
Effect |
Sphere |
Spell Shield |
Incoming spell either works or is blocked |
Battle & Avoidance |
Dispel Magic |
Incoming spell either works
or is negated |
Avoidance
& Metaphysical |
Battle Cry |
Creates a combat |
Battle |
Shackle |
Blocks escape spells |
Battle |
Rage |
Blocks escape spells |
Battle |
Duel |
Limits combat to 1-on-1 |
Battle |
Arena |
Limits participants in
combat |
Battle |
Metamorph |
Avoids Combat |
Avoidance |
Run |
Escape Combat |
Avoidance |
Teleport |
Escape Combat |
Avoidance |
Teleport to Safety
|
Escape Combat |
Avoidance |
Trance |
Takes opponent out of combat |
Avoidance |
Fear |
Takes opponent out of combat |
Avoidance |
Sleep |
Takes opponent out of combat |
Avoidance |
Calm |
Ends Combat |
Metaphysical |
Oddball Spells:
(not quite
sure which group they fall into)
Spell |
Effect |
Sphere |
Wraithform |
Blocks Physical Dmg by both caster & attackers |
Battle & Avoidance |
Eldritch Form |
Block Magical Dmg to caster |
Battle & Avoidance |
Body Double |
Creates Double in combat |
Avoidance |
Doppelganger |
Creates Double in combat |
Avoidance |
Protection vs. Undead |
Needs to be reworked |
Healing |
These
should be all of the spells usable in a combat. It would be really great if
both players and monsters had at least these spells memorized. Knowing
Detect Power or Faerie Balm is great but not knowing them does not slow
combat to a crawl.
Weapon Strikes:
For
the most part all weapons do 1 point of damage.
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