Sword World 2.5 Basic Rules Introduction

by Jesari

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The Basics of Play

Welcome to sword world 2.5! This PDF is aimed to teach the basics of the game and help people get into it.

What you need

  • Dice

To play sword world 2.5 you'll need two six sided dice. These dice are commonly mentioned in notations as 1d or 2d, which means you need to roll 1 six sided dice or two six sided dice and refer to the total.

  • A Character Sheet

These are available online or can be copied from the Core Rule book.

  • A group of four to five people, including yourself

However, Sword World 2.5 can be played with more or less people, including some premade scenarios that can be played solo.

  • Writing Utensils

Most of the time, you will want to write on your sheets in pencil — this will allow you to easily correct mistakes and update any information you have recorded. You will also need a few pieces of blank paper for quick sketching and notes. Alternatively online character sheets can be used.

What is a roleplaying Game?

In a roleplaying game, a group of people play together to create a story. They do so by having a conversation and describing the actions of the characters they control - literally, “playing the role” of those characters.

How do I roleplay?

Roleplaying is pretty simple. When you roleplay, you...

  • Make decisions for the character (or characters) you control, describing what they do and establishing their goals and objectives in the story.
  • Cooperate with the people who are playing with you, expressing your creativity and making your collaborative story as memorable as possible.
  • Remember to respect everyone’s taste and creativity, and be a fan of each other’s ideas!

Why do I need Rules?

Much like with videogames and board games, characters have numbers and abilities that represent their strengths and weaknesses, and you will often roll dice to determine whether an action is successful or ends up having unforeseen consequences. Unlike videogames and board games, however, the possibilities of a roleplaying game are endless: there is no single approach to a situation and the story will gradually emerge from everyone’s decisions, combined with an element of chance - in other words, you cannot and should not try to predict what will happen!

The basics

When the Game Master, or GM, calls for a roll due to the rules or because of a player character's, or PC's, actions are in doubt, the player will typically roll 2d and add the relevant stat modifier and class level. For example, should a PC attack a goblin with their sword, the rules dictate that the player must roll 2d + Warrior class level + Dexterity Modifier.

Outside of combat players can act at will, interacting with NPCs and the world around them as they see fit. During combat, players act in an order called Initiative, where one side acts and then the other. During Combat, players typically get to do three things on their turn:

  1. Movement
  2. Major Action
  3. Minor Actions

Movement is forfeited if the player takes a Major Action or wants to Cast a Spell, however Minor Actions can be taken before or after a Major action. Players can take an unlimited number of minor actions.

When a player deals damage, they roll 2d and compare the result power entry on the power table that matches their weapon or spell and add extra damage.

Notes

THIS DOCUMENT IS NOT COMPREHENSIVE, AND EXCLUDES MANY GM FACING RULES SUCH AS RUNNING MONSTERS. PLEASE REFER TO CORE RULE BOOK I FOR MORE DETAILED INFORMATION ALONG WITH INFORMATION ON RUNNING MONSTERS AND ADJUDICATING CHECKS

The Character Sheet
































Above is the first page of the Character Sheet for sword world 2.5. Starting from the top Left there are several components to it

Portrait field, Reputation, and Rank and Adventurer Level

This box is provided to add a picture for your character, if you wish, along with lines for keeping track of reputation, your rank in the adventurers guild, and your rank's grade.

Additionally there is a field for adventurer level, which is the Highest Level Class your character has learned.

Name, Race, Age, Gender, Racial Abilities

These for are for writting down your characters name, their race, their gender, and noting any racial abilities they have.

Ability Scores and Modifiers

The ability scores and modifers section is one of the more complex - Every character has Skill, Body, and Mind. These are determined by the characters Background. Additionally, there is a column called "Corrections" with boxes labeled A, B, C, D, E, & F. These boxes are filled in with the results from rolling for ability scores, with each race rolling its own spread of 1 or 2d and occasionally adding a flat number. Refer to your race for the specifics.

Growth is awarded at the end of each session, or when the GM deems it appropriate. Each growth is randomly determined by roll 2d and choosing one result, adding +1 to the correspond box.

Ability Modifiers is the sum of the relevant Base Ability Score plus Correction plus any growths or item bonuses and then divided by six, rounding down. For example, if your character had a skill of 7, a "A" correction of 7, and 1 growth, your total ability score would be 15, with a modifier of 2.

History, Profile, Experience, and Languages

This section of the sheet is for writing down your Background from your starting class, details about your characters history, the number of experience points you have acquired and how many Soulscars your character has. There is also a row of boxes to track any "Automatic Failures (double 1s)" that occur.

Finally there are languages, which are determined by your race and certain classes.

Classes, Class Feats, Check packages, and Techniques, spellsongs, Stunts, etc.

This section is for listing your classes and their levels, calculating the Standard Value for checks and listing your combat feats. Certain classes, suche as Enhancer, Rider, and Bard, give special abilities that are listed under the "Techniques, Spellsongs, Stunts, etc." box.
































This is the second page of the character sheet. This one contains information mostly related to combat.

Monster Knowledge, Initiative, Movement

The top row of boxes is for quickly referencing your Monster Knowledge, initiative (if you have the Scout or Tactician Classes), and how far and what types of movement your character can take.

Accuracy and Damage calculations, Weapon chart

This page allows you to fill out what class you're using for accuracy checks and extra damage - For example, if you had 2 levels in the Fighter class and a Dexterity and Strength modifiers of 3 each, you'd check the Fighter box, add your Fighter level (2) + Dexterity modifier (3) and get your Base Accuracy of Five. You would repeat that for Extra Damage, using Strength instead of Dexterity.

Note: If you have multiple Martial classes, you may have different Accuracies and Extra Damage for each, they do not add together, nor do special effects such as the Fencers -1 critical value apply to attacks made with other classes.

The weapon box is for listing out your weapons to quickly reference their stats, including it's stance (how many hands), the minimum strength to wield it, any added accuracy from the weapon itself, your total accuracy (This is your base accuracy if the weapon adds nothing) which is also known as the Standard Value for Accuracy checks, what "Power" row it uses from the Power tables & the values of that, along with its critical value and any extra damage the weapon itself might add.

Below that is a box to track any temporary additions, such as buffs or advantages in a battle.

Accessories, Evasion, Defense, Magic Power

Each character has 10 slots to equip Accessories into, which have their own effects to be listed to the right.

Every characters evasion is calculated off one of their Warrior-type class levels and their Agility modifier, with a box to list the Base evasion.

Beneath that is a section to list any armor, shields, or other defense and evasion increasing items you may posses, with boxes to fill with the final numbers for each. The numbers listed here are your Standard Value for Evasion checks and your defense used in damage calculations.

The Magic Power section is for listing off your Standard Value (Wizard-type class+ Intelligence Modifier) for your spellcasting checks for each Wizard-type class you possess.

HP, MP, Fortitude, Willpower, Money, and Items and Power table

The final boxes are for your HP, calculated as Adventurer Level x 3 + Vitality, MP which is calculated as Total Wizard-Type class levels x 3 + Spirit. Both of these use the Ability Score not modifier.

Additionally there is Fortitude, calculated as Adventurer Level + Vitality Modifier, and Willpower, calculated as Adventurer level + Spirit Modifier.

There is also a box for keeping track of how many Gamels, the unit of currency in the game, you have in your possession and any debts you might have accrued.

Furthermore, there is a section for listing off items, with a pre filled box for an Adventurer's Set which contains many things that are useful in adventuring. Fill in the box if you have purchased one.

A section for consumables also allows you to list off frequently bought consumables and keep track of them using the small tracks to indicate how many uses you may have.

Finally, the Power Table presented on the sheet is a shortened version listing powers in increments of 5 from 0 to 50. Should you need to consult the chart, you would take the row from the left, the Power, and than roll 2d and look at the column at the top. For example, if you roll for a Power 20 spell on the table and get a 7 total, the result would be 5 - Where the row and column intersect. After getting the value from the power table, you add any extra damage.

Making a character and Acquiring Classes

To make a character you follow a few simple steps.

  1. Get a character sheet
  2. Select a race and an available background from their charts
  3. Roll for your ability scores according to the race
  4. Spend any exp left over to purchase classes
  5. Add languages to your sheet.
  6. Decide on which Combat Feats you will acquire
  7. Spend your starting Gamels on equipment
  8. Finalize the calculation of your Standard Values
  9. Add anything extra, such as history or reasons for adventuring

2. Select a Race and Background

Once you have a sheet, you will need to decide on a race for your character. Additionally, every race has "Backgrounds" which determine your starting class and how much starting Experience points you have left over.

3. Roll your stats

Each race has its own values for determining stats. Humans are simply 2d down the line but other races have variance of what they will roll.

4. Spend experience on classes

Once you have determined your background and stats, check how many Experience points your character has left. Typically this will be 2000 or 2500. You may than spend this remaining exp as you see fit on classes. Please refer to the chart to the right for the exp cost. You cannot exceed level 2 at creation.

5. Languages

Fill in what languages your character has after acquiring classes, as some bestow them with the ability to read or speak other languages.

6. Combat Feats

Adventurers earn combat feats at every odd level, that is 1, 3, 5... and so on. Please refer to Core Rulebook I for a list of available feats and their details.

7. Purchasing Equipment

Every character starts with 1200 Gamels at creation, you may spend this however you wish. It is recommended you buy an appropriate weapon and armor for your classes. All classes can use B rank equipment, if you wish to use higher rank equipment you must acquire the corresponding feat.

8. Calculate values

Finally calculate your Standard Values for HP, MP, Fortitude, Willpower, Check Packages, Monster Knowledge, Initiative, Movement, Weapons, Armor, and Magic Power if applicable. The sheet itself has how to calculate these values, along with the previous pages.

Classes and Skill Checks

In “Sword World 2.5,” the characters have various abilities. Some are skilled in handling weapons and armor, while others are skilled in magic. The classes represent their abilities in various skills, so by learning various classes, characters acquire various skills.

Class

In Sword World 2.5, there are various classes, such as Fighter, Priest, Sage, and so on. All Classes can use B Rank equipment, to use higher Rank equipment one must acquire the corresponding combat feat.

Class Classifications

Classes are split into the following categories: Warrior-type, Wizard-type, and Other-type. In addition, these are further devided into Major and Minor, which determines how much Experience they take to level up.

Warrior-type classes wade into battle using weapons, Wizard-type classes wield powerful magic, while Other-type classes offer skills and abilities which complement all kinds of characters on their adventures.

Class Levels

A class grants the necessary skills and abilities for the character to embody its role. When the character has reached the first level in a class, it means they've acquired the basic skills of that class. Thereafter, a character's class-level may increase with experience.

Adventurer Level

The highest Class level that a character possesses is recorded as their Adventurer Level. This level is used to calculate HP and other character stats.

What Each Class Can Do

Warrior Type Classes



Fighter (Major)

A warrior who stands on the frontline, fighting enemies with weapons. They can wield almost every melee and thrown weapon, with no particular limitations on armor or shields.

Grappler (Major)

This warrior fights with their body, punching and kicking foes, as well as other techniques. Although limited to wrestling-weapons and severely limited in armor choice, Grapplers automatically acquire the Combat Feat [Chain Attack], which gives them the advantage of multiple attacks. The Throw wrestling weapon can be used to slam enemies into the ground, further granting the upper hand in battle.

Battle Dancer (Major)

Battle Dancers have the ability to wield any melee weapon, including Grappler-specific weapons. However they can only wear the same armor as the Grappler class. Battle Dancers gain one Combat Feat through the "Bonus Active Combat Feat" class feature. The Battle Dancer class encourages players to consider various combinations of Combat Feats and choose the most effective tactics based on the situation.

Fencer (Minor)

Fencers fight with light weapons and armor. Although inferior to Fighters and Grapplers when comparing raw offense and defense, the Fencer comes with varied attacks and the potential to unleash incredible one-hit damage. However, Fencers benefit from an increased chance of generating critical damage with any weapon they wield. Fencers may only use weapons and armor that require half their strength score rounded up or less, and reduce the critical value of any weapon they strike with by -1.

Marksman (Minor)

All ranged attacks may be performed by this class, and shooting attacks are exclusive to Marksmen. Unlike other Warrior-type classes, they cannot evade attacks, making it dangerous to get caught up in close combat.

Wizard-Type Classes

Wizard-Type Classes are classes that use magic. The term “caster” is used to describe all characters that have these classes.

Artificer (Major)

This caster learns Magitech. They use Magitech Spheres (magispheres) to create useful tools and effects. Artificers are the only class able to use Guns, which can deliver damage, healing, and more through the use of Bullets. Using Bullet type spells and guns requires the use of the Marksman class. If you wish to deal consistent damage you should level Marksman more than Artificer

Conjurer (Major)

This caster learns Spiritualism Magic. Spiritualism spells offer a variety of supportive effects, and the ability to manipulate constructs, such as dolls, for reconnaissance and other useful tasks.

Druid (Major)

Druids are beings who live in nature and have the ability to interact with the spirits of animals and plants that inhabit the earth. They use Nature Magic, which is based on the power that resides in nature. The principle and essence of Nature Magic is to borrow the power of these spirits. When a Druid uses Nature Magic, semi-invisible animals, and plants appear and produce the effects of Druid spells.

Fairy Tamer (Major)

The Fairy Tamer is a class that uses Fairy Magic. Fairies are beings born from the interference of mana with nature, and they exist everywhere in Raxia. Fairy Magic is the art of making a contract with these fairies and having them use their powers in exchange for the caster’s mana.

Priest (Major)

This caster learns Divine Magic. Through faith, Priests heal and mitigate damage, as well as oppose Barbarous and Undead creatures. When you first become a Priest, you will choose a single deity whom you worship, and in turn they will grant you specialized, and thematic, spells.

Sorcerer (Major)

This caster learns Truespeech Magic. Truespeech Magic is a magic system that can be called traditional, as their spells offer many ways to deal direct damage, and at the same time, it also has convenient spells such as lighting a magical light.

Warlock (Major)

The Warlock, also known as the Summoner or Daemon Tamer, is a magician who manipulates the power of Daemons. The Summoning Arts, which utilize the power of Daemons, are one of the most unique magic systems in the world of Raxia. There are three main types of Summoning Arts: those that transform and strengthen the body or armament, those that attack using power that originates in the Daemon World, and those that summon and use Daemons.

Other-Type Classes

These classes allow for a wide range of skill uses and abilites that complement characters on their adventures.

Alchemist (Minor)

Some people have the strange ability to process and synthesize items out of basic materials, as well as create Evocations from magically infused cards. These people are called Alchemists. Their Material Cards are made of Prima Materia, the essential element of various substances. Upon taking a level in the Alchemist class, characters learn to speak and read the Magitech language.

Bard (Minor)

Bards play musical instruments, sing songs, and produce various supportive or hindering effects on nearby listeners. For every level Bard acquired, a character learns to speak, but not read, any one new language. Choose from the list of languages.

Enhancer (Minor)

Enhancers are a very physical class who use their body and mana to create advantages in battle. It is not a class that makes use of weapons but uses non-magical Techniques with associated special effects. The Enhancer class cannot be used to make Skill Checks. Also, since it is not Wizard-Type Class, it doesn’t increase MP.

Geomancer (Minor)

The Geomancer can deploy a special item called Geograph to use the Aspects to target a random person from the entire battlefield.

Ranger (Minor)

Like the Scout, Rangers are useful for reconnaissance and investigation, but the class’ capabilities tend to be limited to natural environments. Rangers are uniquely adept at handling and administering medicinal herbs and potions. With such efficiency, Rangers contribute greatly to the safety of themselves and their party. When using Herbs Rangers add their level + Dexterity Modifier to the final result. When using potions, they add Ranger level + Intelligenge Modifier to the final result.

Rider (Minor)

A class that can control Mounts of various types. Those PCs with Rider class levels are colloquially known as Jockeys. Being a jockey has several benefits that allows mounts to be used in combat along with learning special stunts that increase your mounts capabilities.

Sage (Minor)

A Sage’s strength lies in all matters where knowledge is concerned. Sages uniquely provide the Monster Knowledge skill, which identifies the characteristics of monsters, as well as how to exploit their weaknesses. Also, every time the Sage class is advanced, a new language can be learned. Sages may learn to either speak or read from any language from the list of languages.

Scout (Minor)

Scouts excel at reconnaissance and investigation. They have a variety of skills that benefit hiding, concealment, searching, and can sense danger and traps. Scouts also uniquely possess the Initiative skill, which is essential for your party to be the first to act in combat. However, some skills are highly penalized by wearing Metal Armor.

Tactician (Minor)

Tacticians are able to use the Stratagems to inspire their allies and give them advantageous effects. Stratagems, unlike magic, do not require the expenditure of MP. They require vocalization, and their range of effect is centered on the user and varies according to the Adventurer Rank of the Tactician.

Skill Checks

Two dice are required for Skill Checks. The GM must then provide a numerical value, typically called a Target Number (TN) to indicate the difficulty of the act, taking into account various factors such as the character’s capabilities and the situation at hand.

Standard Value

The Standard Value is a number that represents how good a character is in a given Skill Check. Generally, it is calculated by [Class Level + Ability Modifier], but some Skill Checks are universal for Adventurers and use the Adventurer level instead of a Class level.

Target Number

The Target Number indicates the difficulty of the Skill Check. The higher the value, the more difficult it is to succeed. Target Numbers are determined by the GM.

Success Value

Once the Standard Value and Target Number are determined, the player rolls 2d and adds the result to the relevant Standard Value. This final total is the Success Value of the Skill Check. It indicates how well the character actually did, the higher the better.

[Success Value = Standard Value + 2d]

Skill Check Result

If the Success Value is equal to or greater than Target Number, Skill Check is successful. If the Success Value does not equal the Target Number, the Skill Check fails.

[Success Value ≥ Target Number] --> Skill Check Success

[Success Value < Target Number] --> Skill Check Failure

If the Skill Check is successful, the character has acted as desired. If the check fails, a favorable outcome will not be achieved. You will either have to start over and try again or in some cases, you'll end up in an irreversible situation.

Straight Rolls

Even if you do not have the appropriate class, you can still perform a Skill Check. However, not only is your Class-level treated as “0,” but the corresponding Ability Modifier cannot be added. This means that the Standard Value of Check is effectively “0” and the Success Value can only be determined by the result of 2d. This is referred to as a “Straight Roll.”

Automatic Success and Automatic Failure


Automatic Success When rolling for a skill check, if both rolls of 2d result in “6” (double 6s), the check is considered a success regardless of the Standard Value, Target Number, or any bonus or penalty modifiers (as described below). This is a very significant success for the character. Automatic success can also occur in straight rolls.

Automatic Failure If the dice roll results in double 1s, the check is an automatic failure, regardless of the Standard Value and Target Number and any bonus or penalty modifications, large or small. In this case, the success value is treated as “0”, which means the user becomes unlucky or forgets something important.

Bonuses and Penalties

Sometimes skill checks will be modified due to an advantage or disadvantage, depending on various effects such as surrounding conditions, magic, items, combat feat etc. These are applied after determining the Succcess Value by rolling the dice.

Contested Checks

Some Skill Checks are performed by comparing the result values. This is used when multiple characters perform an action check to determine the winner.

Active vs Passive Checks

Contested Checks are sometimes used to determine the winner between those actively attempting to commit an act and those attempting to prevent or evade it. A straightforward example is a confrontation between those attempting to attack and those attempting to evade.

First, the active side rolls the Skill Check. As long as it is not an Automatic Failure, the passive side will need to perform a Skill Check. If the passive sides Success Value is a tie or greater, the passive side wins. This is the case even in automatic Successes.

In most cases the Skill check for the active and passive sides will be different.

Resistance Checks

In Skill Checks, there are two types of resistance checks: "Fortitude" and "Willpower".
These are used to reduce or eliminate special effects or attacks, such as Poison or Magic.
The Standard Value for these checks is determined by adding the “Adventurer Level” and the “Corresponding Ability Modifier”.

[Fortitude] = [Adventurer Level + Vitality Modifier] [Willpower] = [Adventurer Level + Spirit Modifier]

Action Checks

Skill Checks, excluding Death, Fortitude, and Willpower Checks are refered to as "Action Checks". This large grouping is used to indicate the effects of magic and so on. For example, a statement such as “action check with a -1 penalty” is used: if a character is subjected to such an effect, it is assumed to apply to all Skill Checks except the three above.

Death Check

If a character's HP value falls to 0 or Below during a battle, the character may die. When a character falls to 0 HP or below, a death check must be immediately performed.

The Standard Value of a death check is "Adventurer Level + Vitality Modifier". The Target Number is "0" but the character's current HP is used as a penalty modifier. For example, if a character's HP would be reduced to -5, than the Target Number is 5. If the roll is a Failure than the character dies. If the check is successful, the character is unconscious but alive. If there is an Automatic Success the character's HP becomes 1 and they recover from unconsciousness. If the character remains unconscious, another Death Check will be required every 10 minutes until the character has six successes, after which point the character awakens with 1 HP.

Unconsciousness

Simply restoring a characters HP to more than 0 HP will not awaken them, however certain spells, skills, and items such as [Awaken], Awaken Potion, and First Aid checks will bring a character back to consciousness.

Combat

Combat is a very important element of Sword World 2.5. There are many situations where PCs have to fight and fend off challenges that come their way. During combat, you will perform various Action Checks such as Accuracy, Evasion, and Spellcasting Checks. This section describes the procedures and processes that characters will follow when they enter combat.

Three Areas

The battlefield is divided into three areas. No other positioning exists. The three areas are the Frontline Area, Allied Rearguard Area, and Enemy Rearguard Area. The idea is that each Rearguard is positioned across from the other, on opposite sides of the Frontline. In subsequent descriptions, the two rearguards may also be referred to collectively as the “Rearguard Areas.”

Skirmishes and Skirmish Areas

When both friendly and enemy characters are present in an area simultaneously, it is called a Skirmish, or more specifically, a Skirmish Area. That is, “Skirmish” is added to the area name, as in “Frontline Skirmish Area”. The Skirmish Area is a dangerous place where those within may attack each other with melee and other weapons.

Combat Procedure

Combat will be resolved according to the “Combat Procedure Chart.”



1. Combat Start Process

When combat is assured to take place, the following process is performed.

1.1 Confirmation of Factions
Typically battles take place between two factions, the PCs and their Opponents. For all characters (PCs, NPCs, and monsters) on the battlefield, the GM will identify which faction they belong to.

1.2 Combat Preparation Once the battle is confirmed, you may perform certain combat feats and minor actions allowed during this time. Combat Feats and spells are typically denoted by a △ symbol.

1.3 Monster Knowledge Check
A Monster Knowledge Check (Sage level + Intelligence Modifier) is performed. If successful, the GM shares the monster's stats with players.

1.4 Initiative Check
An Initiative Check (Scout/Tactician + Agility Modifier) is performed. Initiative is Exceptional in that double 6s do not become an automatic success, instead it is treated simply as a 12.

1.5 Initial Placement
The side that won initiative gets to determine where their characters are placed, either Rearguard or ** Frontline**. Even if the first faction does not place any characters on the front line, the second side must have at least one character in the front line. If the winning side places characters in the frontline, the losing side must place at least half as many (rounded up) in the front line in response.

2. Winning initiative Acts

Once Combat Preparation is over, the first round begins. The faction that is acting first chooses any character to begin their turn, handles their actions sequentially, and resolves them. Player may not take an action during another players turn. One players turn must be completed for another to act.

Round (Time) Management
Combat is played using a unit of time called a Round. Each Round lasts 10 seconds, and during this round each participant gets a turn to act. For durations of special effects, one round (10 seconds) is considered to have elapsed each time the character who generated it begins a new turn.

When tracking passage of time as a whole, A "Round" is only incremented after all characters have taken their turns.

3. Losing Initiative Acts

After all character who won the initiative have taken their turn, any remaining characters belong to the faction which lost now take their turns. This is the same as described above.

4. Confirm Combat State

After all characters that lost initiative have acted, if there are still active characters in both factions and either side is willing to continue the battle, the combat will proceed to the next round. The game procedure returns to "2. Winning Initiative Acts" and new turns may begin. Turns may be taken in any order regardless of previous actions.

5. Post Combat Process

If either faction is unable to continue the combat due to annihilation, surrender, and so forth, the fight is over. The end of combat is also indicated when one faction escapes and the other gives up on the pursuit. When combat ends, all magic and effects expire, except for those which last for an extended period of time (hour, day, permanent, etc.).

Character's Turn

This section explains what a character can do during their turn.

Basics of a Turn

A character's turn consists of three elements: Movement, a Major Action, and any Minor Actions. Each character takes a turn.

1. Movement → 2. Major Action

These actions are resolved in the following order. Characters move between areas as needed, followed by a single Major Action. Minor Actions are very simple actions that can be performed any number of times on a turn, unless otherwise noted, and can be performed at any time: before or after movement, and also before or after a Major Action.

Types of Movement

The character, on their turn, chooses one of the three types of movement listed below. Depending on which one is chosen, the distance that can be moved and the actions that may be performed during that turn vary.

Full Move
Run with all of your might. You can move from the Allied Rearguard Area to the Enemy Rearguard Area (and vice versa in some cases) in a single turn. However, this cannot be done if there are enemy characters in the Frontline Area. Only Minor Actions can be taken, and Major Actions cannot be taken. The player also suffers a -4 penalty to Evasion Checks until the beginning of their next turn.

Normal Move
Move quickly and alertly so that you can respond to an attack at any time. You can move to an adjacent area. If you choose Normal Move, there are very few restrictions to Major and Minor Actions. However, one of the major limitations is the inability to use magic (regardless of whether they are Major or Minor Actions).

Limited Move
Do not change the area you occupy, and stay where you are. All Major and Minor Actions are possible.

Notes on Movement

A character cannot move if an enemy is also in the same area they are in at the time. They may also be prevented from moving due to magic or other reasons.

Major Actions

After a character has finished moving (including if they chose not to move), they may perform a Major Action.

These are actions that involve Skill Checks, such as attacks with weapons (including bare hands, claws, and fangs) and the casting of magic. Even without a Skill Check, any actions that the GM determines will spend most of a Round (10 seconds) are considered Major Actions.

In general, a character may take only one Major Action per round. Typical Major Actions include the following:

  • Weapon attacks
  • Use of items
  • Casting a spell
  • Preparing to leave a Skirmish Area

Minor Actions

Minor Actions require very little time to perform and do not usually involve Skill Checks. If the GM determines that the action is very simple, quick, and would always be successful, it may be treated as a Minor Action, even if it is not specified in the rules. Unless otherwise specified, Minor Actions can be taken before or after a movement and before or after a Major Action. However, they cannot interrupt nor be taken during the Skill Check resolution of a Major Action. A character may take an unlimited number of Minor Actions during their turn.

Typical Minor Actions include the following:

  • Equipping or receiving a weapon / changing the stance of equipment / putting a weapon into a sheath / dropping a weapon
  • Standing up
  • Dismissing a spell or effect
  • Casting a ⏩ spell (special magic castable as a Minor Action)

Range and Distance

Melee Attacks and "Range:Touch" Spells and effects can only target characters in the same area as yourself.

Attacks, Spells and Effects with a Range

Ranged attacks (Projectiles) and spells have a data set named “Range.” Any ranged weapon attacks or spells with a range of “Range: 1” or higher may target characters in adjacent areas. Furthermore, “Range: 2” may target characters in the Enemy Rearguard Area from the Allied Rearguard Area. However, if an enemy character is in the frontline, it cannot be a target because it is not visible.

Danger of Stray Shots

Ranged attacks and "Area:Shot" spells and effects will cause Stray Shots when targeting a character in a Skirmish Area from outside that Skirmish Area. The target is instead randomly chosen from all participants within that Skirmish Area.

A stray shot occurs only when targeting into a Skirmish Area from the outside, not when choosing a target while you are also within the same Skirmish Area as the target. Some monsters and characters have the ability to target any character without stray shots occurring.

Note that spells and effects with “Area: Target” does not cause stray shots.

Weapon Attacks

The various classifications of weapon attacks.

Melee Attack
Melee Attacks are performed with Melee weapons.
A melee attack can only target a character in the same Skirmish Area.

Attack After movement
A character can make a melee attack after moving with Normal Move. If there is no enemy character in your area at the beginning of your turn, you can move forward one area and make a melee attack against an enemy character there.

Ranged Attack
Attacks with a range are collectively called ranged attacks. The range defines the target (area) that can be attacked. When a character outside a skirmish area makes a ranged attack on a character inside a skirmish area, it will, in principle, cause a stray shot.

Accuracy and Evasion

When a weapon attack is declared, the attacker makes an Accuracy Check and the defender makes an Evasion Check, and the achieved values are compared to determine if the defender was hit or not. If the attacker (Accuracy Check) achieves a higher value, the attack is successful. If there is a tie or the defender (Evasion Check) achieves a higher value, the attack misses.

Accuracy Check Standard Value
The Standard Value of the attack, or Accuracy Check, is the “Warrior-type Class Level + Dexterity Modifier” used for the attack.

Evasion Check Standard Value
The Standard Value of the Evasion check is “Warrior-type Class Level (excluding Marksman) + Agility modifier”.

Damage

The attack hits if the Accuracy Check exceeds the opponent's Evasion Check. Damage is then determined immediately. Damage is a general term for any effect or amount by which HP is reduced. To inflict damage means to reduce someone's HP, and to receive damage means to suffer such an effect. The notation “X points of damage” means that X points of HP are subtracted.

Determine Damage Type

When calculating damage, check whether its physical or magical damage. Physical damage is reduced by a targets Defense. Magic damage bypasses a targets Defense.

Determine Calculated Damage

Use the Power table to Calculate Damage

Every weapon and spell uses "Power", a short-hand measure of the intensity of damage it inflicts.

The basic use of the power table is to roll 2d and compare the 2d's result to the corresponding column. For example, if we use the "Power 13 Power table", and the result we get is "5", we get a "3" as the damage value.

Add Extra Damage
Once the result of the power table is determined, add “Extra Damage” to it. Extra Damage is damage that is added by the Class Level and Ability Modifiers associated with the weapon. For weapon attacks, as a rule, Extra Damage is the Class Level of the Warrior-type Class used for the Accuracy Check plus Strength Modifier.

Apply Effects that Increase Damage

Once the Calculated Damage is determined, the next step is to apply all the effects of magic and items that increase damage. This result is called "Total Damage." Be aware that some effects only apply to physical or magical damage.

Apply Effects that Reduce Damage

Apply affects that reduce damage, such as Defense against physical attacks. If these effects reduce the damage to negative, it's treated as "0" instead. After this, reduce the targets HP or MP by the final number. If this reduces HP to 0 or below, the character becomes unconscious.

Criticals

When using the power table, there is a possible increase in damage, called a critical.

Critical Value
Every weapon has their own Critical Value which is listed in the weapons description.

Handling Criticals
Using the Power Table, a critical will occur if the 2d roll is equal to or greater than the Critical Value of the weapon. If a critical occurs, the power table is used again and added to the damage as is. If the second roll is also equal to or higher than the Critical Value, the “critical continues,” and the damage is added one after another, continually until a 2d result is not critical. Extra Damage is added to the final result from the Power Table and potential criticals to arrive at the Calculated Damage. No matter how many times a critical occurs, Extra Damage is added only once.

Double 1s on a Critical
In the event that the 2d used when rolling on the Power Table for Critical results in double 1’s, the Calculated Damage does not become 0. Simply proceed with the sum of the previous power table results like normal.

Critical Value Modification
Certain abilities and classes modify the Critical Value of a weapon, for example attacks with the Fencer Class reduce a weapons Critical Threshold by -1. However, the final Critical Value will never be 7 or less. If it'd be reduced to less than 8, it will be changed to 8. The final Critical Value may be 13 or higher. In this case, a critical will never occur.

Major and Minor Action Supplements and Notes

Major Action

Use of Items

Some times are explicitly marked for use with a Major action.

Prepare to Withdraw

A character within a Skirmish must perform the “Prepare to Withdraw” as a Major Action in order to leave the Skirmish Area. Then, during that character’s next turn, they may withdraw from the Skirmish, moving backward only. If the frontline is a skirmish area, the player can move to their own rearguard area by Normal Move. If the enemy rearguard is a skirmish area, the player can move to the frontline with a Normal Move or to their own rearguard area with a Full Move. After preparing to leave the Skirmish Area, that character suffers a -4 penalty to Evasion Checks until the start of their next turn. However, if the number of friendly characters in the Skirmish Area exceeds twice the number of enemies in the Skirmish, that character can withdraw immediately, using their movement, without having to first prepare to leave the area.

Minor Action

Standing Up

A character becomes unconscious when their HP reaches 0 or below and falls prone. To regain consciousness, the character can use the [Awaken] spell, but they will wake up still prone. While in the prone state, the character will receive a -2 penalty on all action checks, including Accuracy and Evasive checks, and they cannot move. To get up, the player can use a Minor Action before their movement. However, during the turn in which they get up, they will still receive a -2 penalty to their action checks. This penalty is removed at the end of the turn. If, for some reason you fall during your turn, you cannot get up during that turn and you may only stand up once per turn.

Magic and Technique Rules

Let's describe the basic rules of magic. First, we define the following basic terms.

Casting a Spell

This is an attempt to activate a spell. Usually, a Spellcasting check is required to cast a spell.

Caster

The word “caster” means a character who casts a spell.

Target

This is what the spell is intended to affect - a character, an object, a space, etc. The kind of target is determined by the individual spell.

Match between Class level and Spell level

Each spell has a level. As a rule, the corresponding class level is the maximum spell level that can be cast.

For example, a character with 3 levels of Sorcerer class can cast spells of levels 1 to 3 from Truespeech Magic.

If you have mastered multiple Wizard-Type Classes, the level of spells that can cast from a magic system is determined independently for each class level acquired.

Conditions of Spellcasting

Casting spells imposes some restrictions and conditions.

Limited Move

Generally, to cast a spell, the caster is restricted to, at most, a Limited Move.

A Magical Medium (Magical Implements, Holy Symbols, and Magispheres)

Each magic system requires a medium for casting a spell, and the caster must have these ready to perform magic.

Vocalization

To cast spells, vocalization is required. Spells cannot be cast if the caster is unable to speak.

MP Consumption

The act of casting a spell consumes MP from the character’s current MP total, as specified for each spell. If MP is consumed, its current value is reduced by that amount. A character’s MP can be reduced to zero, but not lower. It is not possible to cast a spell if its MP cost exceeds the caster’s current MP value.

Mako Stone

A mako stone is an item that can be used to replace all or part of a spell's MP cost. The number of MP to be provided by the stone is specified when the spell is cast and reduces the caster's own MP consumption. The MP stored in the mako stone is reduced by that amount. Should it reach 0, the mako stone shatters. It is not possible to drain more MP from the mako stone than it currently stores. Only one mako stone can be used by a character to supply MP for spell casting (or other reasons). However, they cannot be used to mitigate damage to MP. Characters can use mako stones without taking additional actions as long as they have them in their possession.

Magic Power and Spellcasting Check


Magic Power All characters that have mastered a Wizard-Type Class should pre-calculate their Magic Power. Magic Power is determined using the following formula.

Magic Power = Wizard-Type Class level + Intelligence modifier

If a character has mastered multiple Wizard-Type Classes, Magic Power should be calculated separately for each class. Magic Power is the Standard Value for Spellcasting checks, and it also provides Extra Damage for most spells that deal damage.

Spellcasting check

As a rule, a Spellcasting check is performed when a character casts a spell. The Standard Value of this check is Magic Power. If an automatic failure occurs on a Spellcasting check, the spell has no effect. In this case, the cost to use the spell, such as MP, still stands. The only time that the Success Value of a spell becomes important is when there is resistance to the spell. In many cases, the Spellcasting check is made just to make sure that there was no automatic failure.

Spell Range and Area

Each spell has a range and an area. These define how far a spell reaches and what area it will affect. These two elements are closely related and are often listed together as “Range/Area: XX/YY”.

Spells Range

Range: Caster

These spells are centered on the caster and do not affect an area.

Range: Touch

The caster should be able to directly touch a starting point, n object, or a character to cast the spell. In combat, this means that the caster can only target objects in the same area. Spells with this range do not define an area.

Range: X (YY)

The “X” is a number between 1 and 2, and the “YY” is a number indicating a distance, for example, “Range: 1 (10m)”.

When fighting, only the “X” part matters. A “1” means the spell will reach the adjacent area, while a “2” means it can reach both the adjacent area and the area next to that.

In non-combat situations, the “YY” number determines if the spell will reach the target.

In the previous example, “Range: 1 (10m)” means that the spell reaches the adjacent area when in combat and 10m when not in combat. The place, object, and character of the spell must be specified, and it must be visible.

Spells Area

Area: -

The spell does not have an area if the range is "Caster" or "Touch".

Area:Shot

The spell is directed in a straight line from the caster and hits a target. If there is an obstacle in the way, it will not reach the target. If the spell is aimed from outside a skirmish area into one, stray shot will occur.

Area: Target

The spell affects a target directly. The presence of obstacles does not matter as long as they do not interfere with the line of sight, and there is no stray shot if used in a skirmish area.

Area: Line

The spell acts in a straight line, affecting all those in its path. There is a separate section on this subject, entitled “Area: Line” in the next section.

Rules for the Spells Target


1 Character, an Object, or A point


Target: Caster

The caster is the target. This type of magic can be cast while blind or in complete darkness

Target: 1 Character, 1 Entire Character, 1 Character X

One character is the target. The caster must declare which character is the target when casting the spell, and that target must be visible to the caster. The “Entire” and “X” indicate how the spell effect is resolved when target has multiple sections.

Target: One Object

A single object (not a character) is the target of the spell. Uncountable objects, such as liquids or groups of objects, cannot be the target. The target must be visible to the caster.

Target: Any Point

The target is any visible point within range. With Simplified Combat, the caster specifies an area.

Target: Touch

This is a spell that creates or summons something within the caster’s immediate proximity. This type of magic can be cast whilst blind or in complete darkness.

Affects in Range ("Target: X area (YY radius)")

The notation “X area (YY radius)/Space”, “X area (radius YY)/All”, or “X area (radius YY)/Z” defines a spell that affects a wide area. Generally, the target is a specific area or a particular point, and the effect is applied to a circular (spherical) shape, centered on that area or point.

X can be one of “1”, “2-3”, or “All”.

YY will denote a length using meters.

Z can be 5, 10, 15, or 20.

For example, a spell description may designate “Target: 1 area (3m radius)/5”.

X area

In “Simplified Combat,” X defines how many areas will be affected.

1 area: The effect spans only one area.

2 – 3 areas: The effect extends to the area directly targeted, and any areas adjacent to it. That is, if either Rearguard Area is targeted, the spell will affect that area and the Frontline Area. If the Frontline Area is targeted, all three areas will be affected.

All areas: This will affect all areas of the battlefield.

(YY radius)

YY is a length in meters, indicating the radius of a circle (sphere) the spell will affect. In Simplified Combat, there is no need to take this into account (area of effect is determined only by the X area designation). It is only used in non-combat situations when it is necessary to define the radius of the effect.

/Space

This annotation indicates that the space itself is affected. If characters are within that space, they will be affected by the spell without exception. This type of magic often has a long duration (see p. 165). When affecting a character, the criterion is simply whether they are within the space each round or not.

/All

This annotation means that all characters in the specified range are considered targets. Unlike /Space, characters will only fall under the effect of the spell if they were within the area of effect at the point of casting.

/Z

Z is the maximum number of targets within the specified range that can be affected by the spell. If there are more than Z targets within the spell’s range, Z targets are selected randomly from those available. As with /All, characters will be affected by the spell only if they were within the area of effect at the point of casting.

Inclusion or Exclusion of Caster

For spells designated “Range: Caster”, where the target is “/All” or “/Z”, the caster can choose whether to include themselves in the effect of the spell or not. If the caster is a character with multiple sections (see p. 385), they can select which of their sections are a target of the spell, if any. The caster is always included when a spell has the “/Space” designation, unless the spell’s range is “Range: Caster”.

Area: Line


A spell designated “Area: Line” travels in a straight line from the caster in a specified direction, up to its range limit. Everything in its path has the potential to be affected. The most likely use of such spells is to fire from within the Allied Rearguard, toward the frontline area, and then on to inflict further damage in the Enemy Rearguard. Because of this, there are detailed rules for determining the targets affected by the spell, explained below.

Determination of Target

When casting an “Area: Line” spell, the caster first assigns a target within the spell’s range. There are two choices: targeting an area or targeting a character. Targeting a character in a skirmish area requires the combat feat [Targeting]. In this case, characters in the same area as the caster cannot be selected as targets. A character in a different area must be selected as the target. Also, the target must be visible to the caster. To target a character in the Enemy Rearguard from caster’s own Rearguard, the caster must have the combat feat [Hawk Eye].

Check the Area of Effect

A spell with “Area: Line” acts in a straight line from the caster in a specified direction, up to its range limit. It can affect everything along that line, either side of the designated target. First, check whether the area you are in is a skirmish area. In a skirmish area, the area inside is also affected by the "Area: Line" effect. If it is not a skirmish area, it is up to the caster to decide whether or not they are affected by this effect. Next, check which areas will be affected. If the spell was cast from the Frontline, then the Enemy Rearguard will be affected. If the caster is in the Allied Rearguard, then “Range: 1 area” spells will affect just the Frontline, whilst “Range: 2 areas” spells will affect both the Frontline and Enemy Rearguard.

Determination of the Affected Characters

Having determined the areas through which a spell will travel, characters in those areas may or may not be subject to its effects. There is basically a 50/50 chance (with a few exceptions) that a character will be affected. Specifically, this is determined as follows.

The character chosen as the target: If the caster has selected a character as the target of the spell, that character will be affected.

Caster: The caster can choose whether they are affected by the spell or not.

Exclusion by [Magic Control]: If the caster declares the combat feat [Magic Control], any number of characters within range can be excluded from the effects of the spell.

Other cases: Eligible characters that do not fall into any of the above categories need to roll 1d. On a 1 - 3, the character is affected. If the roll is 4 - 6, they are not.

Spell Sustaining and Removal

Some spells have a duration and last for some time. This is determined by the “Duration” field in the spell description.

Spell Duration


Instant

Spell takes effect instantly as soon as it is cast.

X seconds (Z rounds), X minutes (Z rounds), X hours, X days, X years

The spell effect persists for the specified time. If the units are seconds or minutes, the number of rounds is also indicated to aid gameplay.

Permanent

The spell lasts indefinitely.

Instant/X seconds (Z rounds), Instant/X minutes (Z rounds)

This means that the spell effect occurs immediately after casting and persists for some time thereafter.

Other In all other cases, the spell has a special duration, as specified in the spell’s description.

Duration Management

Spells Whose Duration is controlled in Rounds There are spells listed in the Magic Data that have a number of rounds appended to the duration, in the form (Z rounds), such as “Duration: 3 minutes (18 rounds)”. When cast in combat, the duration is managed in terms of rounds.

In this case, at the start of the caster’s turn, the GM should consider that one round of duration has elapsed, regardless of the order of the caster’s turn within their Faction each round. If turns are resolved in the order of caster →other allies → opposing faction → other allies → caster, then a spell with a duration of 10 seconds (1 round) will affect their allies’ actions twice.

Conversely, if a caster acts last in one round and first in the next round, then the actions of their allies will not be affected at all.

Effects with Duration More Than 1 Day

A spell whose duration is one day is considered to elapse at daybreak (6:00 a.m.), regardless of the time it was cast. Some spells have a “once a day” limit on casting. For these, the “6:00 a.m. rule” also applies.

Cancel with a Minor Action


Spells whose duration is not “Permanent” or “Instant” can be cancelled at any time by a caster, using a Minor Action. Cancellation does not require speech or hand gestures. If the effect was applied to multiple targets with one casting of the spell, the caster can cancel it for each target.

Spells that Cannot be Arbitrarily Cancelled by Caster

The spells with “Duration: Permanent” and “Duration: Instant/XX” cannot be cancelled by the caster at will.

Forced Removal

[Dispel Magic] and combat feats such as [Wordbreak] force magical effects to be cancelled. This process is not limited to spells, but also applies to items and monsters’ unique skills.

Compare Success Values Generally, when a spell that has a duration is forcibly cancelled, the Success Value of the spell is compared with the Success Value of the method used to cancel it. Those who are trying to cancel the magic are the Active side, and the effect is cancelled if their Success Value exceeds that of the spell or if automatic success is achieved.

The Success Value of a spell already in effect, which is on the Passive side, is the same as the Success Value when it was cast. For this reason, always note the Success Values of spells with a duration. In the case of an automatic success (double 6s) on the Spellcasting check, the success value is determined using the +5 rule. The spell is cancelled by exceeding this value or by an automatic success. If the Success Value of the spell to be removed is not remembered by the players, it must be re-rolled.

If Target is Character or Object

Where there are means of removing magic or effects affecting a character, such as the [Cure Poison] spell, multiple effects affecting the target might be removed at the same time. The removing side should roll once and compare the result with the Success Values all effects they are trying to remove. All effects with a lower Success Value will be removed

If Target is Spell or Effect Itself

In the case of spells such as [Dispel Magic], where the spell or effect itself is the target, only one magic or effect can be removed. The removing side must declare in advance which effect they want to remove. If the spell or effect to be removed affects a wide area, the “Target: X area (YY radius)/Space” is counted as one effect for the entire area (i.e., the entire spell is removed at once). However, “/All” and “/Z” spells affect each character individually and can only be removed one character at a time.

Resisting Spells

Many magic spells can be resisted if the targeted character does not want to be affected by them, and the effect can be negated or reduced. Here are the rules for resisting for such spells.

Resistance Types

Each spell description has a “Resistance” field, which determines whether it can be resisted and how it is handled when it is resisted.

Can’t

The spell cannot be resisted. Unless the caster fails the Spellcasting check with an automatic failure, the spell will always work.

Optional

If the target wants to resist, they will automatically succeed, and spell will not affect them.

None

The spell cannot target characters. It is applied to an object or a point in space and cannot be resisted. Unless there is an automatic failure for the Spellcasting check, the spell will work.

Negated If the target wants to resist, a Willpower check is needed. Success means the target will not be affected at all. This also applies when characters are not targets but require some kind of Success Value comparison in the spell’s description.

Half

Most spells that deal damage fall into this category. If such spells cause damage, it will be halved if the target succeeds in resisting. For details, see “Resistance: Half” in “Spell Damage”.

Willpower Checks

If a character is the target of a “Resistance: Neg” or “Resistance: Half” spell, a Willpower check is needed to have a chance to avoid or reduce unwanted effects.

In this case, the caster’s Spellcasting check and the target’s Willpower Success Values are compared. If the caster’s Success Value is higher, the spell takes full effect. If there is a tie or the Success Value of the target is higher, the spell effect might be reduced or completely negated.

If a spell targets multiple characters at the same time, Willpower checks should be made separately by each target, and resistance results are independent for each character. The caster should roll one Spellcasting check to determine the Success Value for all targets (so it will be the same).

If the caster’s Spellcasting check is an automatic failure, the spell will fail, and there is no need for a Willpower check.

Spell Damage

Some spells can deal damage. This section describes this process.

Use of Power Tables

Most damage-dealing spells use a Power Table to determine the Calculated Damage. Such spells are described in the magic data as “Power X + Magic Power’ damage.

Just as when determining the damage of a weapon attack, use the appropriate row of the Power Table and roll 2d to check the result. The Calculated Damage is then added to the character’s Magic Power.

Double 1s

As with weapon attacks, if the Power Table is used and double 1s are rolled, damage determination is skipped, and applied damage becomes 0.

Critical

When using the Power Table, damage spells have the potential to critically hit. The Power Table is added to the magic data, and the critical threshold is indicated in the “Critical Threshold” column. If the threshold is listed as “None”, the spell cannot be critical. Additionally, if a spell has “Resistance: Half” and the target succeeds in a Willpower test, no critical hit will occur.

Double 1s’ after Critical

This is also the same as weapon attacks. If, after a critical hit, a new 2d roll is made to add to the damage, and the result is double 1s, use the damage that was calculated before the double 1s were rolled.

Determining Damage to Multiple Targets

If the spell affects more than one target at the same time, the Spellcasting check is made once for all targets. However, as a rule, determining damage is done individually. This is because, due to the possibility of a critical hit and the fact that each of the same kind of monster has identical HP, rolling once for damage could be an all-or-nothing affair.

Resistance: Half

Most spells that deal damage have “Resistance: Half”, and damage can be halved by a successful Willpower check. Damage caused by the unique skills of monsters can also be halved by a resistance check. When halving damage, fractional results should be rounded up.

No Crits On Successful Resistance

A successful resistance against a spell with “Resistance:Half” does not result in a critical in the use of the power table to determine total damage. The total damage is determined using only one roll, no matter how high the 2d roll is.

No Halving of Increased Damage

If damage is halved due to resistance, effects that increase damage are added after halving. In other words, damage-increasing effects are not halved.

Duplication of Magical Effects

This section describes how to handle cases where the same or a similar spell is applied to the same target.

Non-overlapping Spells of the Same Name

As a general rule, when a magic effect appears on a target, the effects of the spell of the same name do not multiply or accumulate on the same target. For example, even if a target is affected by the effect of [Field Protection] twice, the damage reduction effect will not be increased to -2 points. In such cases, the duration of the spell is replaced by the 3 minutes (18 rounds) from the later cast.

However, if a spell other than “Resistance: Can’t” is resisted by the target, it is assumed that any later spell has no effect, and so the previous duration remains the same.

In addition, if the duration is extended with [Metamagic/Time], but as a result the duration would be shortened, then this does not occur, and the previous duration continues to be applied.

Notes on Magic

Spell Types

Some spells have a type that may increase or decrease damage and effects depending on the character’s or monster’s weaknesses, unique skills, magic, or item effects.

Earth, Water/ice, Fire, Wind, Lightning, Energy, Slashing, Bludgeoning. These are used primarily as types of damage.

Poison, Disease

Undead and constructs are immune to poison or disease spell types. On the other hand, these spells ignore the effects of some defensive magic. If they have duration, they may be removed with [Cure Poison] or [Cure Disease] or similar means.

Psychic

These spells affect the psyche of the target. Some monsters do not have a psyche and are immune to them. Such spells can be removed by [Sanity] or similar magic or effects.

Psychic (Weak)

These spells are of the Psychic type but can be easily removed. If the target is under the effect and suffers damage to HP or MP, the effect is immediately removed. It is also possible for others to “bring them to their senses” with a Major Action. This action is handled as “Range: Touch” and “Target: 1 Entire Character”. Since they are part of the Psychic type, they can be effectively removed by the [Sanity] spell, etc., and are not effective against monsters immune to the psychic type. Normal sleep is also classified as a Psychic (weak) effect.

Curse

These spells bestow a curse and can be hard to remove. Even [Dispel Magic] will not remove them. Only the [Remove Curse] spell can remove Curse effects.

Spells that can be Cast with Minor Action

Spell casting is normally a Major Action, but some spells can be cast as a Minor Action. Such spells will have “⏩” at the beginning of their name. These spells may be cast as many times as the caster wishes on their turn. MP must be expended per cast.

Cast Conditions and Movement Restrictions

Even a spell that can be cast with Minor Action must still adhere to spell casting restrictions such as “having an implement or a medium,” and “being able to vocalize”. The same is true for movement limitations.

Spellcasting check and Success Value

If a spell is cast with Minor Action, no Spellcasting check is required. The spell will automatically succeed, but the Success Value will be 0. Since no dice are rolled, an automatic failure cannot occur.

Casting with Major Action

Spells that can be cast as a Minor Action can optionally be cast as a Major Action. In this case, a Spellcasting check should be made, and the Success Value determined accordingly, with the risk of automatic failure due to double 1s.

Spells that can be case during Combat Preparation

Spells with a “△” appended to the name can be cast during Combat Preparation.

These spells are treated almost identically to those that can be cast as a Minor Action described above. In other words, the conditions for casting magic must be followed, and no Spellcasting check is performed. Their success value is 0.

However, spells with the same name can only be cast once during Combat Preparation (different spells can be cast separately). Spells can also be cast as a Major Action, but there are not many cases where that makes sense.

Notes on Wizard-Type Classes


Magical Implement

To use Truespeech Magic or Spiritualism Magic, a magical implement must be prepared. The same implement can be used for both systems.

A character may have more than one implement and choose which to use. The implement is independent of its owner. Implements can be borrowed from other characters, and there is no modification to numerical values, Success Values, etc. when doing so.

The following methods can be used to prepare an implement.

Directly in the Hand: A small staff called a wand or rod can be held in one hand. No weapons or shields can be equipped in that hand. This type of implement must be purchased for 100 gamel. Weapons as Implement: Any staff weapon can be used as a magical implement. Weapons of other categories can also be made into implement weapons by adding 100G to their price. Altering a weapon to make it an implement does not affect its performance as a weapon. However, natural weapons such as Punch, Kick, and Throw, as well as weapons with a “Stance: 1H#/2H#” cannot be made into an implement. Using a Ring: It is possible to prepare a ring as an implement for 100 gamels. The ring must be worn on the “right hand”, “left hand”, or “other” as an accessory.



Ensure Freedom of Arms (Magic Characters) To draw magic characters in the air, the arm holding the implement (or the hand wearing the ring) must be able to move freely. A slight disability is acceptable, but Truespeech Magic and Spiritualism Magic cannot be cast in situations where the GM rules that the arm is clearly immobilized.

Armor Restrictions

When casting Truespeech Magic, Spiritualism Magic, Fairy Tamer Magic, Nature Magic, or Summoning Arts wearing metal armor imposes a -4 penalty on Spellcasting checks. Non-metallic armor having a minimum strength of 10 or more imposes a -2 penalty.

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