1.8 MagicArgo includes an optional magic system, in which spells are treated essentially as a subclass of skills. Most spells have coded effects. To use a spell in a way that triggers its coded effects, use the
If the A few spells allow you to target objects being carried by other players. For these, the syntax is:
In order to be able to cast a spell, you must know it. That is, there
are no `default' rolls for spells. Also, you must have any components and
materials required by the spell. Components are reusable objects;
materials are used up each time the spell is cast. If the system
parameter Casting a spell normally takes one turn. When you enter the
The success or failure of the spell is determined by a roll of 3d6 versus the base skill for the spell (usually your Craft skill) plus your skill for the spell itself. If the roll is less than or equal to this total, you successfully cast the spell; if it is greater, the spell `fizzled out'. Most spells that target players allow a defense roll (whether they want it or not). When a spell is successfully cast against a player, a defense roll is made for the target player. If the caster made her roll by more than the target player, the spell succeeds, and any coded effects are applied. If the target player made his roll by more than the caster, then the spell fails. Immediately after casting the spell, its fatigue cost is subtracted
from your fatigue level. This fatigue is regained normally, at a rate of
1 point per turn. If the fatigue cost of the spell would take your
fatigue level to zero minus your rested fatigue, or lower, you cannot
cast the spell. For example, if your fatigue is 20 when fully rested,
and your current fatigue level is 2 (you've spent 18 points of
fatigue), then you could not cast a spell that had a fatigue cost of 32,
because this would take your fatigue to The fatigue cost is applied and any needed materials are used up regardless of whether the spell succeeds or fails. Like skills, spells have critical successes and critical failures. The nature of the critical effect is usually closely related to the spell's normal effect: for spells that do damage, a critical success causes more damage to the target, while a critical failure causes you to take the damage; for spells that summon a creature, a critical success causes the creature to stay around and do your bidding longer; a critical failure causes the creature to attack you. Other possible `backlash' effects of critical failures include being stunned, breaking components, losing stat levels (either temporarily or permanently), and death. The following page describes some of the spells supplied with a base
distribution of Argo. Additional spells may bave been defined
and coded by your RP staff. Type |