2013-12-16 : Some Basic Rules (iv, abandoned)
A Play Module: Vancian Magic
Determination, Patience & Endurance
Flexibility of Mind
Perception & Attention
A spell is a minor plasmic creature you can, with proper training and sufficient effort, imprison within your mind. Casting the spell means releasing the plasmid to vent its irritation upon the world: a spell's effect is the tantrum of a discommoded plasmid.
A spell can be enticed away from its natural plasmic environment to take up residence in a properly-prepared material object, typically a book, a scroll, or a crystal. "Learning" the spell means reaving the plasmid from its home and restraining it into your own mind. Cast, the spell will return to the comfort and familiarity of its home (barring mishap).
This means that while you have a spell in your mind, it is no longer present in your spellbook, and vice versa.
Learning a Spell
Your mind can, at one time, contain imprisoned a number of spells equal to your Flexibility of Mind. [Or equal to a number derived from your Flexibility of Mind, we'll see. -ed]
Imprisoning a spell in your mind requires you to defeat it in a flinch challenge. Roll your Determination, Patience & Endurance against its Plasmic Magnitude.
If you back down, you do not imprison it in your mind and it remains comfortably in its spellbook home.
If it backs down, you imprison it in your mind, but it retains a measure of self-motivity. Mark it with an * to signify that it has the "self-motivity" tag.
If you flinch, you do not imprison it in your mind, and it may choose one of the following:
- It vents its irritation now. Cast the spell now, and consider it to have the "self-motivity" tag.
- It secures itself, and gains the "dug in" tag, worth +1 to its future rolls against being reft from its home.
- It outrages any spells already imprisoned in your mind. Make a Dedication, Patience & Endurance save against the number of spells in your mind. If you lose, cast or forget one spell for each 1 loss. You choose which spells and you choose whether to cast or forget them.
- It lashes out at you psychically. You gain the "searing headache" tag, worth -1 to your Perception & Attention rolls.
If it flinches, you imprison it in your mind and seize all its motivity. Mark it with the number you won by as its level.
Undertaking to imprison a spell in your mind takes 1 hour, plus 1/2 hour for each reroll, yours or the spell's.
Casting a spell
Holding a spell imprisoned requires mental vigilance. It is a simple act of relaxation to cast a spell.
When you cast a spell, consult its listing.
If you seized its motivity, you spend its level on its effects, and you make any decisions required.
If it retained self-motivity, it counts as a level 3 spell, but the spell itself makes any decisions required for its effect.
The spell returns to its spellbook at once.
In the comments!
Attention: I have abandoned this version of this play module, in favor of this one.
1. On 2013-12-16, Vincent said:
2. On 2013-12-16, Judson said:
3. On 2013-12-16, Vincent said:
4. On 2013-12-16, Vincent said:
5. On 2013-12-17, Robert said:
6. On 2013-12-17, Vincent said:
7. On 2013-12-17, Tom said:
8. On 2013-12-17, Vincent said:
9. On 2013-12-18, plausiblefabulist said:
10. On 2013-12-18, Vincent said:
11. On 2013-12-19, Slow Dog said:
12. On 2013-12-19, Vincent said:
13. On 2013-12-19, Ben Lehman said:
14. On 2013-12-20, plausiblefabulist said:
15. On 2013-12-20, Vincent said:
PF go ":-D"
PF go "well, i'd definitely be stealing " a spell's effect is the tantrum of a discommoded plasmid""
16. On 2013-12-20, Paul T. said:
17. On 2013-12-21, plausiblefabulist said:
18. On 2013-12-21, Aaron Friesen said:
19. On 2013-12-23, Vincent said: