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Wiki+ page: Legends of Nor'Ova Wiki


 

Legends of Nor’Ova is an open source, community created RPG. Legends of Nor''Ova attempts to be a freely available framework for aspiring GM''s and players alike to create and play in a RPG that is truly flexible and open. To do this we utilize a website where members can freely edit and submit stuff to the game, provide source files for every download, do our best to explain how the system works, don''t charge for it, and license all of the material under a creative commons license. 

Legends of Nor''Ova is designed under the concept of being a player focused game. We are all role players here, and none of us want to role play someone else’s character design. So with Legends of Nor''Ova, we have created a classless system where your character will grow based on how you play your character and what types of skills you choose to master. We have also done away with experience points and levels, replacing them with stat caps and character points. Stat caps raise depending on the type of skills your character masters and character points can be spent on both stats and skills. The end result is that your character will be truly yours. 

Legends of Nor''Ova does this by first giving you a clean slate. You start off by picking a race out of over 40 races, and a runic element. You then make a stat point pool which allows you to build up your initial stats and your initial stat caps in a way that you desire. Then, throughout the game as your character masters skills of certain skill types, the stat caps related to those skill types can increase, allowing you to increase those stats even further. Having stat caps tied to skill types and only the stat caps increase depending on the skills your character uses most helps to ensure that your character will develop based on how you play.

Legends of Nor''Ova also has other systems in place for both the player and the crafty game master:

  • An : you are born under an element and use magic of that , everyone can use magic if they choose too. Campaigns, such as the Saga of Ablution campaign, can expand upon this.

  • A two-part magic system involving spells that you master like skills and quick manipulations that are only limited by your character’s power and your imagination.

  • The ability to use or learn any kind of skill or spell, as long as you meet their prerequisites. You do not have to be in a certain class to use magic because there are no classes.

  • A summoning magic system based upon sacrificing magical components.

  • A detailed crafting system for both and that depends on character ability, skills, and adding together components.

  • A system that rewards strategic planning and skill use. A well prepared character can easily defeat a more powerful but less prepared enemy with the right strategy.

  • An system that allows for the well armored tank who''s armor can be degraded and gotten through quickly.

  • An easy to understand stat system that you don’t have to keep looking at some table to use. It is a percentile system, most cases you simply divide by 10 to get the percentage stat.

  • Well tested game design that prevents game breaking: it grows with the characters and with it a good game master can always keep the game challenging and rewarding.

  • Systems in place for the game master to either emphasize role playing or roll playing, depending upon the type of game the game master wants to run. An example of this would be character points instead of stat points and an alignment system where alignment and morality isn’t chosen by the player but by the player’s actions.

  • And other things that are just waiting for you to discover!

Really it is hard to point out everything Legends of Nor''Ova has to offer in a simple blurb. It is impossible to cover all that is available in just a few short paragraphs. Really, the best way to see just how these things are implemented in Legends of Nor''Ova is to read about them, and then decide if Legends of Nor''Ova is a game you want to try for yourself.

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What is provided here?

Everything you need for a game is right here on this wiki. If you want just a system that you can create your own lore and settings with, the core sections of the wiki provides you with everything you need. If you want campaigns, we have them here as well! All you need to bring is your imagination and a thirst for adventure.

The core sections of the wiki gives you everything you need for a generic fantasy setting. Lore sections will give you some lore to add. Quests give you some single dungeon adventures. Campaigns give you a whole setting. 

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Is Legends of Nor’Ova the right game for me?

Legends of Nor’Ova is designed for the serious role player who wants an in-depth game system with which he or she can enjoy deep, epic campaigns. It is not a quick game to pick up. The detailed character creation process alone can take several hours to complete, and the amount of choices available in the game can also create the feeling of choice overload. Furthermore, while we did strive to make the game realistic, realism was not the main goal in the game’s design. Choice, customization, and fluid game play are. So if you want an easy, quick to pick up, realistic game, the Legends of Nor’Ova is not for you.

However, if you are looking for a game that allows for detailed character creation, strategic thinking, and long lasting campaigns, Legends of Nor’Ova is such a game. If you are looking for a game with tons of options and choices, Legends of Nor’Ova has that. And if you are looking to get involved in developing a game further, or designing campaigns for a game, we would be happy to have you here.

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What is needed to play?

First of all, it should be noted that this game should not be played with less than three people. Legends of Nor’Ova can be played with as many people as the GM can handle as long as there is a minimum of three people. The reason you need at least three people is because one player will be the GM. If there were only two people it would not be as fun as there wouldn’t be any other player characters to interact with.

Once you have gotten together a group of players, you all need to decide on a player to be the GM (game master). This player needs to be fair and have good knowledge of the game. He or she should have read this book and have a basic understanding of how things work. It should also be noted that the GM should not play a character. This is to keep things fair and allow the GM to focus more on the story and providing the players with a good game. Having a character may unintentionally cause the GM to be biased. Also since the GM will know all the details of his or her campaign, the GM’s character may exhibit unnatural knowledge of what is going on and may be viewed as being unfair to the other players.

Once you have decided upon a GM you need to make sure you have everything ready. The supplies you will need are…

  • Character sheets for each player  - spreadsheets and more can be downloaded from the Downloadable Materials page 

  • Skill sheets for each player

  • Blank notebook paper for each player

  • A set of polygonal dice consisting of at least 1d4, 1d6, 1d8, 1d12, 1d20, and 2d10 or percentile dice

  • A calculator is recommended

  • A pencil for every player

  • A battle mat or graph paper for battling or poster board with square grids drawn on it

  • Indicators (figurines, coins, marbles, etc…) to indicate each player’s character

  • The Legends of Nor’Ova Wiki (this site)

  • Maps and an adventure ready

Once you have everything together and have chosen your GM it is time to get started. This wiki will tell you everything you need to know to play the game.

The character creation process will follow the character sheet top to bottom, and will be broken in various sub-sections. The one rule you will not find is how to create a character name because character names are completely up to you.

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What is the Legends of Nor''Ova Wiki

The Legends of Nor''Ova Wiki is the next step in the evolution of the Legends of Nor''Ova tabletop RPG. It is meant to replace and extend upon the Legends of Nor''Ova Core Rule Book. Here you will find everything that was in the Core Rule Book and more, including lore information, campaign settings, and the like. Furthermore players and game masters of Legends of Nor''Ova will be able to help expand the wiki by creating pages of their own lore, campaign settings, and house rules. In all, this wiki is meant to be a comprehensive source for any kind of information regarding the Legends of Nor''Ova RPG.

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Is There No More Core Rule Book?

Well yes and no.There will be no more editions of the Core Rule Book released for public download. However all of the information once found in the Core Rule Book does live on in the Wiki

Unlike the Core Rule Book PDF, the Wiki will be able to evolve. It will become a lot easier to fix issues, whether they be simple typos or misspellings, or critical game-breaking bugs. No longer will you need to wait for a next edition to fix a problem, it can easily and quickly be fixed here and you can even help point out the issues faster and submit your own ideas to fix them. Furthermore, we will be able to easily expand upon any area that is lacking in information, better clarify confusing passages, and more.

Bringing it to a wiki form will allows us to do more with the Legends of Nor''Ova RPG than we have currently been able to do and it will ensure that you always have access to the latest version.

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Some Quick Features of the Wiki

If you are not yet convinced that transitioning to a wiki is the best step for the Legends of Nor''Ova RPG, here is a quick list of feature that this format provides:

  • Easily Searchable - It is easy to search for and find what you need or want to know

  • Always Up-to-Date - Being easily editable, you will always be able to get the most up-to-date LofN RPG

  • Can Contribute - If you have great ideas, a wonderful setting, or some house rules you want to share, it will be much easier to do so

  • No Special Software Needed - being a wiki all you need is a web browser, and everyone has that. You can even view it on your phone or tablet!

  • Can Still Print - If you are a purist you are losing nothing because you can still print the wiki

  • Downloadable Files Easily Found - The needed downloadables such as Character Sheets will be easy to find as they can and will be attached to the wiki pages that talk about using them!

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This Will Be An Ever Evolving Project

Legends of Nor''Ova is always evolving and always getting better. Unlike with other RPG''s out there, now you will no longer need to wait for the next edition. Furthermore you will not need to download separate books for campaigns and lore as they will all be found here!

Being an ever-evolving project means that this wiki will continue to evolve and grow. So you may want to keep coming back to find out what is new. And don''t forget, that you can help with this project!

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Wiki+ page: Lore

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Wiki+ page: Damage Components

These are components that give a spell its damage power.

Component Description Restrictions SA Cost Change Cost for Component
1 Flat Damage Add 1 flat rate damage power to your spell. N/A +8 SA 50 skill points
1d4 Damage Add 1d4 damage power to your spell. N/A +1 SA (first application is free) 10 skill points
1d6 Damage Add 1d6 damage effect to your spell. N/A +2 SA 12 skill points
1d8 Damage Add 1d8 damage power to your spell. N/A +3 SA 14 skill points
1d10 Damage Add 1d10 damage power to your spell. N/A +4 SA 16 skill points
1d12 Damage Add 1d12 damage power to your spell. N/A +5 SA 18 skill points
1d20 Damage Add 1d20 damage power to your spell. N/A +6 SA 20 skill points
Magically Enhance Offense This allows you to add your magic power to your physical attacks. You choose either Melee, Throw, or Bow Power. You can apply this component up to three times to cover all three offensive stats. You need to apply a duration component with this component. +5 SA 20 skill points
Damage Armor Add 1 damage to the opponent's PR or MR. You choose which (PR or MR) with each application of this component. N/A +4 SA 15 skill points
Cause Weakness This component allows you to make a spell that makes its target weak against a certain type of attack, causing the attack to double damage. You would need to apply this component for each type of attack. The default duration is 1 round but that can be changed by applying a duration component.

Here are the attack types to choose from with each application.

  • Weapons: Choose a weapon type from the equipment list
  • Piercing Attacks: double damage to piercing attacks
  • Slashing Attacks: double damage to slashing attacks
  • Chopping Attacks: double damage to chopping attacks
  • Bashing Attacks: double damage to bashing attacks
  • Magic: choose a element per application
Cannot apply permanent duration component. +10 SA 50 skill points
Change Damage Type Applying this component to your spell allows you to change the spell's damage power type. Damage type would be HP damage, SA damage, or EP damage. You can apply this component a total of 3 times to cover all damage types. N/A +5 SA 20 skill points
Damage Weapon With this component you can make a spell that damages a weapon. The spell would damage the weapon's Durability (DP). The amount of DP damage is determined by the applied damage component. N/A +4 SA 15 skill points
Change Weapon Damage

This component allows you to make a spell that changes the target's weapon damage. This allows you to make a weapon that does magic damage as well as a sword that does chopping or piercing damage. The different damage types allow you to apply the different attack bonuses for those weapon types, such as ignoring 20% of armor for piercing weapons. The damage types are as follows:

  • Magic Damage
  • Slashing Damage
  • Piercing Damage
  • Chopping Damage
  • Bashing Damage
You must apply a duration component with this component. +6 SA 20 skill points
Pierce Armor This allows a spell to ignore 20% of your targets PR or MR. You can apply this component up to five times, thus allowing a spell to be able to ignore up to 100% of the target's PR or MR. N/A +10 SA 25 skill points
Split Damage This component would cause a spell to have its overall damage be divided among multiple hits. With each application of this component, you split the spell once, so that it affects another target. With each split, the total damage value of the spell is divided evenly. Range and damage are still determined by Base spell, and this component may be purchased multiple times to increase the overall number of hits. If multiple targets are in range you may designate which target gets hit by any number of hits up to the maximum by applying the 1 target component with each application of this component (each split). N/A +3 SA 10 skill points

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Wiki+ page: Healing Components

These are components that give a spell its healing power.

Component Description Restrictions SA Cost Change Cost for Component
1 Flat Rate Healing Add 1 flat rate point of healing power to your spell. N/A +10 SA 50 skill points
1d4 Healing Add 1d4 healing power to your spell. N/A +1 SA (first application is free) 10 skill points
1d6 Healing Add 1d6 healing power to your spell. N/A +2 SA 12 skill points
1d8 Healing Add 1d8 healing power to your spell. N/A +3 SA 14 skill points
1d10 Healing Add 1d10 healing power to your spell. N/A +4 SA 16 skill points
1d12 Healing Add 1d12 healing power to your spell. N/A +5 SA 18 skill points
1d20 Healing Add 1d20 healing power to your spell. N/A +6 SA 20 skill points
Heal Armor This allows the spell to repair damage to armor, restoring it's protective qualities. You can add this component with a healing power component to make a spell that "heals" armor. Basically, you can make a spell that uses this component with a healing power component to heal armor. So if you add this with a 1d20 healing power component, for example, you would have a spell that heals 1d20 PR or MR. The specification for PR or MR would be up to the caster, not the spell creator. N/A +5 SA 25 skill points
Heal Object This allows the spell to repair damage to any item or object that has DP. You can add this component with a healing power component to make a spell that "heals" objects. Basically, you can make a spell that uses this component with a healing power component to heal objects. So if you add this with a 1d20 healing power component, for example, you would have a spell that heals 1d20 DP. N/A +3 SA 20 skill points
Drain Effect This component allows for your spell to drain a certain amount of HP, SA, or EP and restore the caster with that amount. The drain effect is determined by the damage component applied. The restore is set up for caster only however you can apply area of effect components with multi-target component to restore others. You can set up the drain to do 10% drain, increasing that by 10 with each application of this component.Also you can drain and restore more than one stat by applying this component once for each stat. N/A +4 SA 10 skill points
Heal Wounds This component allows for a wound to be restored. With this component you can apply the body part targeting component and the component will heal the wound. If you want the spell to also restore lost HP, you would need to add a healing power component.

The basic use of this component is to restore wounds and thus remove wounds status effects. However, you can add the Resurrection component to allow the spell to mend broken bones and even regrow limbs

  • To mend broken bones, simply add the revive component as is.
  • To regrow limbs, add the revive component with the full revival option.
N/A +5 SA 10 skill points

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Wiki+ page: Status Effects Components

These components allow you to add status effects to your spell.

Component Description Restrictions SA Cost Change Cost for Component
Very Weak Poison Add a 1d6 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +4 SA 12 skill points
Weak Poison Add a 1d8 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +8 SA 16 skill points
Moderate Poison Add a 1d10 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +12 SA 20 skill points
Strong Poison Add a 1d12 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +16 SA 24 skill points
Lethal Poison Add a 1d20 per round poison effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +20 SA 40 skill points
Aging Add the aging status effect to your spell. Aging causes the target to temporarily age beyond his or her prime. Each application of aging decreases the target's melee power, throw power, bow power, HP, SA, and EP, by 10% with a maximum of 90%. The default duration is 1 round, but this can be changed by adding a duration component. With each application of this component, the aging status effect increases by 10%, with a maximum of 90%. That means you can only apply this component 9 times.

You can only apply duration components that are round based. No day, permanent, until cured, or etc duration components.
+5 SA 10 skill points
Anxiety Add the anxiety status effect to your spell which decreases the target's melee power by 1/2 and requires the target to make a will check against fear for each round the target is affected. The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +4 SA 10 skill points
Berserk Add the berserk status effect to your spell which doubles the total damage values the target does but prevents the target from using any spells or defending. The default duration of this effect is 1 round but that can be changed by applying a duration component. If you want a true berserk status effect, consider adding the confusion status effect component with this component. N/A +4 SA 10 skill points
Blind Add the blind status effect to your spell, which requires the target to make perception checks to hit and decreases the target's perception by 1/2. The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +10 SA 15 skill points
Burns Add the burns status effect to your spell which causes the target 1d6 damage to HP per round or minute, assuming there is any exposed skin. Burns lasts for 1 day or until cured, which ever comes first. You can only apply this component once per tier level of the spell that you are modifying or creating. What that means is that for each tier level that the mastered spell is, or that the created spell will be, this component can be applied once. +8 SA 12 skill points
Charmed Add the charmed status effect to your spell which causes the target to protect the caster at all costs. The default duration for this effect is 1 round but that can be changed by applying a duration component. N/A +10 SA 20 skill points
Confusion Add the confusion status effect to your spell which requires targets to make a mental check for each enemy and ally target to determine who the enemy target is. The target will look at another target, and make a mental check. If the target succeeds, the target will know if the other is an ally or enemy. A failed mental check will mean that the affected character thinks that target is an enemy target. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A +6 SA 20 skill points
Controll or Possesion This component applies the controlled or possession status to your spell, which puts the target completely in control of the caster. The default duration is 1 round, but that can be changed by adding a duration component. The default setting is for this component to only work of creatures with a mental stat that is 20% or less than the caster. This can be increased though. With every 10% increase, you add +25 to the SA increase. N/A +20 SA 30 skill points
Deafness Add the deafness status effect to your spell which decreases the target's perception by 1/4th. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A +8 SA 12 skill points
Death Add the death status effect to your spell which instantly kills the affected target. N/A +50 SA 100 skill points
Dehydrated Add the dehydrated status effect to your spell which causes the target 1d4 damage to HP and 1d10 damage to EP per round or minute until cured. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +5 SA 20 skill points
Depression Add the depression status effect to your spell.The default duration of this effect is 1 round, but that can be changed by applying a duration component. N/A +6 SA 15 skill points
Fatigue Add the fatigue status effect to your spell. The default duration of this effect is 1 round but that can be changed by applying a duration component. N/A  +2 SA 10 skill points
Fear Add the fear status effect to your spell. The default duration of this effect is 1 round but that can be changed by applying a duration component.

Causes the target to fear you and retreat from you at all costs.

One neat trick with this component is to apply an all allies area of effect component or an all enemy targets area of effect component with this component. The result of adding all allies is that the target will fear you and all of your allies. The result of all enemy targets is the target will fear you and all the other enemy targets, including his or her allies.

You must be careful how you apply the all allies or all enemy targets component though. You need to specify to which effect the component is applied, otherwise you could simply cause all your allies to have fear as well as the enemy target.

N/A  +4 SA 10 skill points
Forgetfulness Add the forgetfulness status effect to your spell. The default duration is 1 round but this can be changed by applying a duration component. N/A +8 SA 25 skill points
Frost Bite Add the frost bite status effect to your spell. You must add a duration component but you cannot add the permanent duration component. Until Cured is suggested. +8 SA 12 skill points
Grounded This locks the target into place, target cannot move or be moved Involuntarily, but they are immune to knockdown, and knockback. You must add a duration component but you cannot add the permanent duration component. +6 SA 10 skill points
Hallucinations With this component you can inflict the status effect, Hallucinations. The default duration of this component is 1 round, which can be changed by adding a duration component. This causes the target to see things that aren't there. N/A +4 SA 10 skill points
Heat Exhaustion Add the heat exhaustion status effect to your spell which causes the target 1d8 damage to their EP per round or minute and removes any bonuses the target has to his or her actions, until cured. N/A +4 SA 15 skill points
Heavily Distracted This component causes the status effect, Heavily Distracted. Causes the target to be unable to cast spells or use skills that cost more actions than they have. The default duration for this component is 1 round, which can be changed by adding a duration component. N/A +2 SA 10 skill points
Imbalance With this component you can cause the status effect, Imbalance, on a target. Imbalance causes the target to need to make Speed Checks (used as Agility checks) each time the target moves or the target will fall down (Knocked Down Status Effect) and need to spend another move action to get back up. The default duration for this component is 1 round, which can be changed by adding a duration component. N/A +2 SA 5 skill points
Knocked Down Add the Knocked Down status effect to your spell which causes the target to fall on the ground, loosing 1 round to get back up. The target can make a strength check against this effect. N/A +4 SA 10 skill points
Loss of Self Add the Loss of Self status effect to your spell which causes the target to not desire to do anything. N/A +10 SA 25 skill points
Masochistic This component allows you to apply the status effect, Masochistic, which causes the affected to desire pain. They desire pain so much that they purposely do whatever they can to receive pain without causing pain to them self. The default duration for this component is 1 round, but that can be changed by adding a duration component. N/A +8 SA 15 skill points
Mental Encumbered This component allows you to make a spell that weighs down the target's brain. This status effect - Mental Encumbered - prevents the affected from using the concentrate ability, and doubles the affected's spell stat cost and action costs. The default duration of this component is 1 round, but that can be changed by adding a duration component. N/A +6 SA 20 skill points
Nausea Add the nausea status effect to your spell which decreases the target's movement rates by half and renders the target immune to haste or action increasing effects. The default duration for this effect is 1 round, but that can be changed by applying a duration component. N/A +2 SA 5 skill points
Phobia This component allows you to apply the status affect, Phobia.

Phobia is an unnatural deep fear of something, which the spell creator will describe with the creation of a phobia spell. Phobia will cause the affected to avoid the source of the fear for the duration of the battle, should the source of the phobia come within 3 hexes the affected will scream and develop another status effect, anxiety.

You do not need to add the Anxiety and Fear components with this component, as they are a part of this component.

You must add a duration component but you cannot add the permanent duration component. +20 SA 50 skill points
Pinned This allows the spell to pin the target down, they cannot voluntarily move from that spot, but they can still be moved involuntarily, and are still subject to knockdown and knock back effects. You must add a duration component but you cannot add the permanent duration component. +6 SA 10 skill points
Self Harming This component allows you to apply the status effect, Self Harming. Self Harming causes the target to need to make a will check with each attack action with a failed will check meaning that the target will give in to the very strong urge to attack itself instead. The default duration for this component is 1 round, but that can be changed by adding a duration component. N/A  +4 SA 15 skill points
Sickness Add the sickness status effect to your spell which decreases the affected's movement rates in half and any damage they deal by 25%. The default duration for this effect is 1 round, but this can be changed by applying a duration component. N/A +2 SA 10 skill points
Elemental Block This allows the spell the ability to silence the target of the spell preventing them from casting spells. You must add a duration component but you cannot add the permanent duration component. +8 SA 50 skill points
Sleep Add the sleep status effect to your spell which causes the target to fall asleep and stay asleep until awakened. N/A +1 SA 5 skill points
Slow Add the slow status effect to your spell which decreases the target's movement rates by 50% for the first application or by 75% if applied twice. The default duration of this effect is 1 round but this can be changed by applying a duration component. N/A +2 SA 10 skill points
Stasis This allows the spell to place the target into a statis. In a Stasis, the target cannot take actions of any kind, cannot be moved by any means and cannot be harmed in any way. You must add a duration component but you cannot add the permanent duration component. +12 SA 20 skill points
Stone Add the stone status effect to your spell which slowly turns the target into stone one portion of the body at a time. Total transformation takes 6 rounds or minutes and must be cured to be removed. N/A +4 SA 10 skill points
Stun Add the stun effect to your spell. By default, the stun effect lasts for 1 round. This can be increased by applying a duration component to this effect. N/A +12 SA 25 skill points
Visual Stability Add Visual Stability effect to your spell which requires the target to make a Perception check to hit a target. The duration of this effect is 1 round unless a duration component is added to this effect. N/A +1 SA 5 skill points
Dazed Add the dazed status effect. It causes the affected to immediately loose 1 attack and movement action for the next active round. If the affected only had 1 attack or movement action, the affected will not be able to attack or move for the next round. Furthermore, the affected must make a Will check to use a magic spell in the next active round. By default, the dazed effect lasts for 1 round. This can be increased by applying a duration component to this effect. N/A +6 SA 10 skill points

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Wiki+ page: Status Curing Components

These are components that cure status effects, including poisons and death.

Component Description Restrictions SA Cost Change Cost for Component
Revive This allows this spell to bring your target back to life, thus curing the Death status effect. The amount of resurrection is determined by the applied healing power component. The duration of time you have upon death to be able to use a spell with this component by default is 1 round, but that can be changed by adding a duration component.

By default this component uses healing power components to determine the amount of HP restored upon revival. It also has a default of 1 round time that you can use this component to revive a dead target, which can be changed by applying duration components.

So if you wanted to recreate Spark of Life, you would need to add the following components:

  • Resurrection
  • 1 Flat Rate Healing Power
  • 5 - 1 round components
  • instant duration component
  • 1 target component
     

However, for a full revival, you can make use of the Full Revival Option: resurrect with fully restored HP for an additional 40 SA cost increase.

N/A +8 SA 50 skill points
Remove Status Effect This allows the spell to cancel or remove a status effect from a target or location. You can apply area and/or range components to specify the target of the spell. You add the status effect component that you wish the spell with this component to cure. Basically, you will need to add a status effect component with this component. This component will cause the spell to cure or remove the attached status effect. So if you wanted to cure weak poison, you would attach a weak poison component with this component. If you wanted to cure all poisons, you would attach a lethal poison component, as poison removal would remove the attached poison component and lower, unless of course your GM decides other wise.

If you wanted to make a remedy spell (remove all except death) you would add one of each status effect component except death and countdown.

If you wanted to make a dispel spell, which ends any on going magic effect, add the Death status effect component.
N/A +1 SA 20 skill points

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Wiki+ page: Stat Modifying Components

These are components that modify one's stats.

Component Description Restrictions SA Cost Change Cost for Component
Double Movement Rates This component allows you to apply an effect that doubles movement rates. The default setting of this component is to double all movement rates, but that could be changed. The default duration is 1 round, but that can be changed by applying a duration component. 

While the default setting is to double all movement rates, you can actually take off a movement type which would decrease this component's stat increase. The movement types are World, Area, and Battle. With each movement type you remove, the stat increase decreases by 2. You must however keep one movement type.

You can also reduce the movement increase. The default is double, but you can change it to the following:

  • x 1.75 = -2 SA increase
  • x 1.5 = -4 SA increase
  • x 1.25 = -6 SA increase
Cannot apply permanent duration component. +10 SA 25 skill points
Increase Learning Rate With this component you can make a spell that increases the target's success rate or failure rate by 10% (per application of this component). The spell creator must choose which. Both can be chosen by applying this component twice for each 10% increase. The default duration of this component is 1 round, but that can be changed by applying a duration component. The way this component works is simple - each application of this component increases the chosen skill point rate by 10% (x 1.1).

If you wanted to make a spell that doubled the target's success rate, you would apply this component ten times. If you wanted to make a spell that doubled the target's success rate and failure rate, you would apply this component twenty times.
Cannot apply permanent duration component. +8 SA 30 skill points
Modify Battle Actions This allows the spell to increase or decrease (choose one) a battle action of the target. (Offensive, Defensive, Support, or Magic, choose one). The amount of increase or decrease is 1. Cannot apply permanent duration component. You can only apply this component once per action type. +15 SA 50 skill points
Modify Magic Power This component allows the spell to either Increase or Decrease Magic Power. The rate of increase is determined by healing power components while the rate of decrease is determined by damaging power components. The default duration is 1 round which can be changed by applying duration components. You could also use the 10% increase option, increasing Magic Power by 10% per application of this component. Cannot apply permanent duration component.  +6 SA 20 skill points
Modify Stats This component allows you to increase a stat. When purchasing this component you must pick one of the stats to increase, which could be one of the main stats, one of the vital stats, or one of the secondary stats. Multiple purchases of this component will allow you to pick different stats each time. You can increase a stat by applying healing power components or you can decrease a stat by applying damaging power components. The default duration is 1 round which can be changed by applying duration components.

On it's own this spell does not actually increase the stat, it merely allows for a stat to be Increased above, or Decreased below the normal value listed on the target's character sheet. A Healing Effect component must be purchased to provide the amount that the stat will increase or a Damage Effect to provide the amount the stat will decrease.

Permanent may not be selected as a duration because permanent stat increase is only available through use of Stat Points as discussed in the Character Growth section.

You could opt for a 10% increase or decrease of the selected stat. Each application of this component will then allow for a 10% increase or decrease of your selected stat during spell creation, so if you applied this component 15 times to increase strength, your spell will increase strength by 150% (x1.5)

+5 SA 20 skill points
Modify Offense This allows the spell the either Increase or Decrease of Melee Power, Throw Power, or Bow Power, one stat per application of component. The rate of increase is determined by healing power components while the rate of decrease is determined by damaging power components. The default duration is 1 round which can be changed by applying duration components. You could also use the 10% increase option, increasing the selected offense stat by 10% per application of this component. Cannot apply permanent duration component.  +6 SA 20 skill points
Skill Set Faux Mastery This allows the spell to boost a skill set (choose one) of a specific tier (Choose one) to 95% temporarily. You must apply a duration component, cannot apply permanent duration component. Tier 1 - 40 SA
Tier 2 - 45 SA
Tier 3 - 50 SA
Tier 4 - 55 SA
Tier 5 - 60 SA
Tier 6 - 65 SA
Tier 1 - 20 skill points
Tier 2 - 25 skill points
Tier 3 - 30 skill points
Tier 4 - 35 skill points
Tier 5 - 40 skill points
Tier 6 - 45 skill points

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Wiki+ page: Protection Components

These are components that add special protective effects to your spell.

Component Description Restrictions SA Cost Change Cost for Component
Magical Armor This allows the spell to add to your targets temporary PR or MR, choose one. The amount that can be added is determined by the healing power component applied. The duration for the effect is determined by the duration component applied. The duration component applied must be a round based duration component. +2 SA 10 skill points
Damage Reduction This allows the spell to reduce incoming damage , physical or magical (choose one) to your target. The amount of the reduction can either be defined by applying Healing Power components. The duration component applied must be a round based duration component. +2 SA 10 skill points
Enviromental Immunity This component allows you to apply immunity to certain environmental conditions and any status effects that would come with them. The default duration for this component is 1 round, that can be changed by applying a duration component.

You can apply immunity to one of the conditions listed below per application of this component:

  • Heat
  • Cold
  • Water (for movement restrictions)
  • Sand (for movement restrictions)
  • Mountain (for movement restrictions)
  • Rough Terrain (for movement restrictions)
  • Blinding or Sight Diminishing Conditions
  • Encumbered
Any duration component can be applied. +4 SA 10 skill points
Obscure Target This component allows you to add an effect to your spell that basically hides the spell's target, giving others a perception penalty based on the distance they are from the protected target and the environment. You can apply ally immunity area of effect component with this component to allow allies to see the protected. The default duration of this component is 1 round, which can be changed by applying a duration component.

This component can be applied with Modify Percentage Stats to give the other targets the negative percentage and with a range component to determine the range that the negatives occur. Basically, if you select a flat rate 5 decrease to Perception % with a 1 hex range, every 1 hex distance away from the protected target they are, everyone not immune will receive an additional -5 to their Perception % finding that target.

You can also apply the following options:

  • Darkness: -5 to Perception % for dark environments (+5 SA increase and +5 skill points cost per application)
  • Natural Environments: -5 to Perception % for natural environments (+5 SA increase and +5 skill points cost per application)
  • Man Made Environments: -5 to Perception % for man made environments (+5 SA increase and +5 skill points cost per application)
The duration component applied must be a round based duration component.  +2 SA 20 skill points
Attack Immunity With this component you can set a spell to give its target a temporary immunity to a certain damage type. You will need to apply this component per damage type.

With this component, you can make a spell that gives immunity to certain types of attacks. You can apply a status effect to give immunity to that status effect. You could also apply a damage component to give immunity to any selected type of damage done that is equal to the applied damage component or less. Below are damage types:

  • All physical damage: + 20 SA increase (tier limits may apply, up to GM)
  • All magical damage: + 20 SA increase (tier limits may apply, up to GM)
  • 1 Magic Element: choose element, + 10 SA increase per element (tier limits may apply, up to GM)
  • Weapons: Choose a weapon type from the equipment list
  • Piercing Attacks: immunity to their special damages
  • Slashing Attacks: immunity to their special damages
  • Chopping Attacks: immunity to their special damages
  • Bashing Attacks: immunity to their special damages
The duration component applied must be a round based duration component. +10 SA (+ description) 50 skill points
Magical Cage/Fortress This allows a spell to create an area that cannot be affected from the outside. Anyone inside the area cannot affect anything on the outside, and vice versa. It depends on how this component is used, as to how it effects your target. The caster, and anyone he or she chooses may pass into or out of the spell effect at will.

You may choose to assign HP to the spell area, potentially allowing your opponents to break through, or break out.
Spell effect has…
  • 200 HP - reduce SA/skill points cost by 4
  • 100 HP - reduce SA/skill points cost by 8
  • 50 HP - reduce SA/skill points cost by 10
You may choose to allow ranged attack and spells to pass through the spell area depending on your location. If the caster is outside the attacks would be allowed to pass into the spell area. If the caster was inside the spell area, the attacks would pass out of the spell area.
Cannot apply the permanent duration component. +20 SA 25 skill points
Magical Protection Causes the spell's effect to be a protection that applies the protective effect to the target for the applied duration. Basically you could protect from damage by applying a damaging component, so that this spell would protect the target from that amount of damage. Or you could apply a status effect component so that the spell protects the target from the applied status effect. Cannot apply the permanent duration component. +5 SA 15 skill points
Magical Redirection This allows a spell to redirect a type of attack away from you and the next closest target. The spell creator needs to determine the type of attack that is redirected and only 1 type of affect can be applied per application of this component. The duration component applied must be a round based duration component. +5 SA 10 skill points

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Wiki+ page: Duration Components

These are components that dictate how long a spell or its effects last.

Component Description Restrictions SA Cost Change Cost for Component
1 Day Use this to make or increase a non-battle spell's or effect's duration by 1 day. N/A +15 SA 50 skill points
1 Hour Use this to make or increase a non-battle spell's or effect's duration by 1 hour. N/A +8 SA 20 skill points
Flat 1 Round Use this component make a spell's duration be a flat 1 round. N/A +10 SA 20 skill points
10 Hours Use this to make or increase a non-battle spell's or effect's duration by 10 hours. N/A +15 SA 30 skill points
1d10 Hours Use this to make or increase a non-battle spell's or effect's duration by 1d10 hours. N/A +8 SA 15 skill points
1d10 Rounds Use this to make or increase a spell's or effect's duration by 1d10 rounds. N/A +4 SA 10 skill points
1d12 Rounds Use this to make or increase a spell's or effect's duration by 1d12 rounds N/A +5 SA 12 skill points
1d20 Rounds Use this to make or increase a spell's or effect's duration by 1d20 rounds. N/A +6 SA 14 skill points
1d4 Rounds Use this to make a spell's duration cost or increased by 1d4 rounds. N/A +1 SA 4 skill points
1d6 Rounds Use this to add or increase a spell's or effect's duration by 1d6 rounds. N/A +2 SA 6 skill points
1d8 Rounds Use this to make or increase a spell's or effect's duration by 1d8 rounds. N/A +3 SA 8 skill points
Countdown

Add a countdown duration to your spell. Each application adds a round of countdown towards a specific status effect or other effect happening. Each round the target's countdown decreases by 1, and when it reaches 0, the applied effect happens. When creating a spell that you want to add Countdown to, you are required to apply this component at least three times. The SA cost increase, 8, will increase those three times to be 24 SA. Any further application of this component will not increase the SA cost though, so if you apply this component 6 times, the SA increase will still only be 24 SA.

If you are adding this component to an already mastered spell as a countdown duration, you are only required to apply this component twice. The SA increase is the same as with creating a new spell, it only increases up to three times.

If you have mastered a spell that already has countdown (an existing spell or one you created), you can use this component once to remove 1 round of countdown. In this case the SA cost of the spell will not increase.

Changing an instant status effect such as Death to require a countdown before happening will decrease the countdown's SA cost change from the spell.

N/A +/- 8 SA 20 skill points
Instant Effect This component causes either the spell or the effect of the spell it is placed on, to happen instantly. When creating a spell and you want the instant effect for the entire spell, there is no SA or Stat increase.

However, if you want to apply the instant duration only to one aspect of a spell's effect, it will increase the spell's SA cost by 2 SA per application. For example, say you have a spell who's main effect will be an 1d4 rounds, but that same spell also has heat exhaustion, and you want heat exhaustion to be instant effect. Applying this to heat exhaustion would increase the spell's SA cost by 2. But if you had simply made the whole spell an instant effect there would be no increase to SA cost.
N/A +2 SA (first application free) 10 skill points
Permanent Effect This allows a beneficial effect from a spell to become permanent. N/A +20 SA 100 skill points
Until Cured This allows an ongoing damage effect to stay on the target indefinitely. The only way to stop the effect is to dispel it, cure it, or die. N/A +10 SA 25 skill points
Trigger Effect This allows a spell that has multiple trigger effects, to last until all assigned triggers have been used, regardless of the number of rounds.

Trigger effect takes place when target of spell…

  • Uses an Attack, Defense, Support, Movement, or Magic action. (Pick one) 10 SA/10 skill points
  • "X" number of rounds go by: 2 SA/skill points per round.
  • Suffers from a specific status effect, including death. (Pick one) 10 SA/10 skill points
  • HP, SA OR EP is reduced to a specific number (Pick one) 5 SA/5 skill points
  • PR, MR, OR DP reaches a specific number (Pick one) 5 SA/5 skill points
  • Enemy/Ally moves into spell area (Pick one) 10 SA / 10 skill points
  • Benefits from healing 5 SA/ 5 skill points
  • Takes secondary or delayed damage (damage over time effects) 5 SA/ 5 skill points
  • Takes HP damage 10 SA/10 skill points
  • Retaliation - happens whenever you are attacked regardless if H.P. is affected. 20 SA/20 skill points
     

This component can be applied to any effect in the place of or along side a duration component. Furthermore this component can make instant effect spells not take place until the trigger event takes place. One example would be to apply this component to Spark of Life, creating basically a triggered resurrection spell. The spell caster would cast the spell on the target, but the spell would not actually cast until the death event trigger takes place. Upon that trigger, the spell would cast reviving the dead character.

N/A See Description See Description
Until All Enemies Are Defeated This allows a spells effects to continue until all enemies are dead. N/A +10 SA 25 skill points
End of Battle This Component can be used to make an effect last until the end of battle N/A +10 SA 25 skill points
Until Stopped This duration component allows a spell's effects to last until dropped or until stopped, so that the effects last until the caster deems otherwise. N/A +10 SA 25 skill points
Until Death or Battle's End This allows a spell with multiple rounds of damage to stay on a target until they die, or battle ends. Can be used on each status effect that can be affected by duration. N/A +10 SA 25 skill points
Until Destination Is Reached This allows a non battle spell or effects duration to last until you reach a specific location N/A +10 SA 25 skill points

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Wiki+ page: Spell Range Components

These components dictate the range of a spell.

Component Description Restrictions SA Cost Change Cost for Component
1 Area Block Have your spell's range increased by or affect 1 area block (outside of battle use). N/A +4 SA 20 skill points
1 Hex  Increases or adds 1 hex range to your spell. When creating a spell, you can decide the spell has 1 hex range without increasing the spell's SA cost. However each additional use of this component on that same spell will increase its SA cost by 1 per application. N/A +1 SA (first application free) 5 skill points
1 Target Use this component if you want your spell to affect any 1 target on the battlefield. If you create a spell you can apply this component once without increasing its SA cost. However, you can also apply this component more than once if you have a multiple part spell that has the potential of attacking more than 1 target, so any additional application of this component will increase the spell's SA cost. N/A +4 SA (first application free) 10 skill points
Targeted Spell The allows a spell to target a body part, you can only choose one per application. This has the benefit of reducing the amount of PR or MR since only the PR or MR of the targeted body part applies.

Body parts you can choose are:

  • Arms (both): +10 SA
  • Head: +15 SA
  • Torso: +5 SA
  • Legs (both): +5 SA
Can only be applied once per spell. See Description 25 skill points

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