Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Minor tweak to spellcasting info component text #30

Merged
merged 1 commit into from
Apr 25, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
2 changes: 1 addition & 1 deletion Data/SpellcastingInfo.xml
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@
<item name="Range"> The target of a spell must be within the spell\'s range. For a spell like &lt;i&gt;magic missile&lt;/i&gt;, the target is a creature. For a spell like &lt;i&gt;fireball&lt;/i&gt;, the target is the point in space where the ball of fire erupts. &lt;br/&gt;&#160;&#160;&#160;&#160;Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells. such as the shield spell, affect only you. These spells have a range of self. &lt;br/&gt;&#160;&#160;&#160;&#160;Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell\'s effect must be you (see "Areas of Effect"). &lt;br/&gt;&#160;&#160;&#160;&#160;Once a spell is cast, its effects aren\'t limited by its range, unless the spell\'s description says otherwise.
</item>

<item name="Components"> A spell\'s components are the physical requirements you must meet in order to cast it. Each spell\'s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can\'t provide one or more of a spell\'s components, you are unable to cast the spell. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;VERBAL (V)&lt;/b&gt; &lt;br/&gt;Most spells require the chanting of mystic words. The words themselves aren\'t the source of the spell\'s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can\'t cast a spell with a verbal component. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;SOMATIC (S)&lt;/b&gt; &lt;br/&gt;Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;MATERIAL (M)&lt;/b&gt; &lt;br/&gt;Casting some spells requires particular objects, specified in parentheses in the component entry. &lt;br/&gt;A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. &lt;br/&gt;&#160;&#160;&#160;&#160;If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. &lt;br/&gt;&#160;&#160;&#160;&#160;A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;ROYALTY (R)&lt;/b&gt;&lt;br/&gt;Jim Darkmagic\'s unique brand of spellcasting mixes arcane expertise with a particular kind of pecuniary fervor. New spells originally developed by Jim spawned a new type of spell component, which has since spread to other spells created by employees and franchisees of Acquisitions Incorporated: the royalty component. &lt;br/&gt;To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on their person. The cost of the casting is set by the caster who creates the spell, but is typically 1 gp per spell slot level. When the spell is cast, the royalty is magically transported to a coffer or other object designated by the creating spellcaster. This payment is made whether the caster using the spell is aware of the royalty component or not. If the caster does not have sufficient funds, the spell is not lost but it cannot be cast.&lt;br/&gt;Though many casters have tried to circumvent the royalty component, none have ever fully succeeded. However, it is said that a character can attempt a DC 15 Intelligence (Arcana) check while casting a spell with a royalty component. With a successful check, the payment is taken from a random creature within 10 feet of the caster, without that creature\'s knowledge.
<item name="Components"> A spell\'s components are the physical requirements you must meet in order to cast it. Each spell\'s description indicates whether it requires verbal (V), somatic (S), material (M), or royalty (R) components. If you can\'t provide one or more of a spell\'s components, you are unable to cast the spell. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;VERBAL (V)&lt;/b&gt; &lt;br/&gt;Most spells require the chanting of mystic words. The words themselves aren\'t the source of the spell\'s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can\'t cast a spell with a verbal component. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;SOMATIC (S)&lt;/b&gt; &lt;br/&gt;Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;MATERIAL (M)&lt;/b&gt; &lt;br/&gt;Casting some spells requires particular objects, specified in parentheses in the component entry. &lt;br/&gt;A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. &lt;br/&gt;&#160;&#160;&#160;&#160;If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. &lt;br/&gt;&#160;&#160;&#160;&#160;A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.&lt;br/&gt;&lt;br/&gt;&lt;b&gt;ROYALTY (R)&lt;/b&gt;&lt;br/&gt;Jim Darkmagic\'s unique brand of spellcasting mixes arcane expertise with a particular kind of pecuniary fervor. New spells originally developed by Jim spawned a new type of spell component, which has since spread to other spells created by employees and franchisees of Acquisitions Incorporated: the royalty component. &lt;br/&gt;To cast a spell that employs a royalty component (including using a spell scroll or other magic item that stores such a spell), a caster must have sufficient funds on their person. The cost of the casting is set by the caster who creates the spell, but is typically 1 gp per spell slot level. When the spell is cast, the royalty is magically transported to a coffer or other object designated by the creating spellcaster. This payment is made whether the caster using the spell is aware of the royalty component or not. If the caster does not have sufficient funds, the spell is not lost but it cannot be cast.&lt;br/&gt;Though many casters have tried to circumvent the royalty component, none have ever fully succeeded. However, it is said that a character can attempt a DC 15 Intelligence (Arcana) check while casting a spell with a royalty component. With a successful check, the payment is taken from a random creature within 10 feet of the caster, without that creature\'s knowledge.
</item>

<item name="Duration"> A spell\'s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;INSTANTANEOUS&lt;/b&gt; &lt;br/&gt;Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can\'t be dispelled, because its magic exists only for an instant. &lt;br/&gt;&lt;br/&gt;&lt;b&gt;CONCENTRATION&lt;/b&gt; &lt;br/&gt;Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. &lt;br/&gt;&#160;&#160;&#160;&#160;If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). &lt;br/&gt;&#160;&#160;&#160;&#160;Normal activity, such as moving and attacking, doesn\'t interfere with concentration. The following factors can break concentration: &lt;br/&gt;&lt;br/&gt;&lt;b&gt;&#8226; Casting another spell that requires concentration.&lt;/b&gt; You lose concentration on a spell if you cast another spell that requires concentration. You can\'t concentrate on two spells at once. &lt;br/&gt;&lt;b&gt;&#8226; Taking damage.&lt;/b&gt; Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon\'s breath, you make a separate saving throw for each source of damage. &lt;br/&gt;&lt;b&gt;&#8226; Being incapacitated or killed.&lt;/b&gt; You lose concentration on a spell if you are incapacitated or if you die. &lt;br/&gt;&lt;br/&gt;&#160;&#160;&#160;&#160;The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you\'re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.
Expand Down