MECHANICS AND EQUIPMENT:
All Guild Members are given FOUR primary pieces of equipment as they dive into the depths. These are their Communicator (enchanted hat, earring, necklace, scarf, or any other article worn on the head or neck) used to communicate with their fellow Spelldivers, your Handpick, a double bladed magical tool able to easily mine ores and process monster parts, your Hieroshield Ring, protecting your body and keeping the Abyssal Corruption at bay, and your Casting Focus, onto which you transcribe the Spells you create.
Be sure not to let your Hieroshield break! If your Hieroshield Points (HP) fall to zero, you will be incapacitated by the backlash, and your teammates will have only one turn to heal you before you are forcibly evacuated by your Hieroshield Ring's emergency exit function, costing the whole crew Coreshards proportionate to the mission's Depth.
Missions will occur on a dark hexagonal map, with only their starting positions illuminated. The darkness may be pierced with Magelights, which may be created either via spells or by your boots, which leave magelights on any space you pass through.
Each round, you may take a Movement and an Action. A movement simply allows you to move a number of spaces equal to your MOV. You may pass through ally spaces, but not enemy spaces unless otherwise stated. If you would move into a wall, pillar, or other such obstruction, you will automatically move as close to your intended location as possible. If you are near cover (e.g. a pillar, tree, or boulder), you may instead use your movement to take a Cover action, automatically moving around the cover tile to avoid enemy line of sight if possible.
Using your action, you may do any one of the following:
-Take a second Movement
-Cast a spell [Unless otherwise stated, spells move in straight lines. When casting horizontally (left and right) you must explicitly declare whether you’re casting on the top or bottom hexes]
-Mine resources
-Scavenge a fallen monster
Between missions, you may change your spells and equipment free of cost. You may have up to 3 spells at a time, so long as the total Runespace across all three of your spells is less than or equal to the capacity of your current casting focus. You are highly encouraged to name your spells.
New sigils and equipment schematics may be found either by scrounging through the bodies of monsters, happening upon a relic buried in the Coreshard deposits of the abyss, earning one as a quest reward, or purchasing them at the end of every mission using the Coreshards you find in the depths.
SPELL ELEMENTS
While all spells are Colorless by default, some sigils will add elements to your spells. These have a number of benefits, allowing the caster to exploit elemental weaknesses and take advantage of the minor perks associated with each element. However, be warned: many monsters have elemental resistances, taking less damage from attacks of that element.
So far, your Guild only has access to Fire, Ice, and Earth, but, as you increase your collection of sigils, many more will become available.
FIRE: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated. [ALLY EFFECT: Apply Purifying Fire Stacks, healing allies in the same way enemies would be harmed. When your heiroshield is broken, immediately resolve positive fire, removing one stack and healing the appropriate amount. This can happen any number of times per turn. Even when this occurs, any remaining fire stacks still resolve as normal at the end of the round]
ICE: Upon a successful hit, inflict 1 stack of Ice onto that target. On their next movement, that target’s MOV is decreased by their total ice stacks. Then, all ice stacks are removed. [ALLY EFFECT: Apply ice to the feet of your target, granting allies +1 on their next MOV]
EARTH: Upon casting an Earth element spell, gain 1 DC until your next turn
POISON: Upon a successful hit, inflict 1 stack of Poison onto the target. Poison stacks HALVE healing received and deal 2 damage (total, not per stack) per turn. Unlike FIRE ticks, the number of stacks only refers to duration. No effect on allies.
HAEMOMANCY: Upon casting this spell, gain 1 HP for every enemy you target. This HP gain may contribute to Vampire overhealth. In the case that you would gain this HP at full health, instead distribute 2 damage OR 1 HP per redundant point to any target, ally or enemy, that was targeted by your previous spell regardless of its success or failure to hit. Enemies or allies that were not chained to but were within chaining range do not count as having been targeted [EFFECT CANNOT BE STACKED WITH ELEMENTALIST]
LIGHTNING: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Lightning to an enemy. If, at the beginning of their turn, an enemy has a number of Lightning stacks greater than or equal to their remaining HP, that enemy becomes unable to act for the round, and all Lightning stacks are removed. Enemies with Lightning Stacks are illuminated. [ALLY EFFECT: If you cast a Lightning attribute spell on an ally, REMOVE two enemy Lightning stacks from them if possible.]
CTHONIC: Gains 2 effective PWR when targeting enemies. Loses 1 effective PWR when targeting allies.
NECROMANCY: If you cast a Necromancy spell on the same round your hieroshield points hit zero, you may enter the Last Stand state instead. While in Last Stand, you can move and cast normally, but may not be the target of your own spells. If you fail to receive healing in this state and as such remain at zero hieroshield points, you are still forcibly ejected. If you would receive healing from Haemomancy in Last Stand, instead convert it into damage or ally healing as if you were at full health.
FUNGAL: Upon casting a spell with this element, gain one Fungal stack. If an ally with at least one Fungal stack is within a distance equal to X, where X is the sum of your fungal stacks and theirs, you may cast any Fungal element spell from their position instead.
SWARM: Upon casting a Swarm element spell, gain a Swarm stack. You may gain no more than 2 swarm stacks per round unless explicitly stated otherwise. You may, as a free action, use your Swarm stacks to cast a spell at the cost of 4+(X/2) Swarm stacks, where X is the spell's runespace cost.
MIST: Upon casting a mist spell, gain one Mist stack. You may choose to avoid a single non-targeted enemy ability effect (e.g. Bilefumes), expending a Mist stack to do so.
CRYSTAL: Applies 2 crystals per successful hit and 1 on an unsuccessful target. When crystal stacks reach a quarter of this enemy's max HP, they explode, dealing damage equal to 1.5x the number of stacks, rounding up [ALLY EFFECT: support spells targeting full HP allies may reflect off of them without affecting them, traveling either directly backwards or on either of the adjacent backwards trajectories]
GEAR:
CASTING FOCI:
Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 PWR within melee range, +1 MOV. Whenever you cast a spell that does NOT have the highest Runespace total across all spells on this focus, grant it +2 PWR.]
A lightweight, standard issue spellblade made to channel magic and cut through the beasts of the depths in one fell swipe.
Staff <Brightwood> [Runespace: 13]
A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils
Wand <Shardcandle> [Runespace: 9, +1 ACC, +2 PWR. Start gaining the Effect runespace penalty at 3 rather than 2.]
A standard issue wand, able to be crafted with more expensive materials thanks to its more compact size, allowing higher performance at the cost of less space
Hexrifle <HR-2: Almandite> [Runespace: 12, +3 PWR, +1 Range; Incapable of using melee sigils. In order to cast a spell, your rifle must be loaded. You may load your rifle using a MOV action. You do not need to load and fire in the same round.]
A product of post-liberation industry built to deal devastating damage to monsters at range. It boasts exceptional performance at the cost of being cumbersome to load.
Spellstrummer <Caeralute> [Runespace: 16, ACC +1. None of your spells may have more than 6 Runespace.]
An instrument fashioned from wood from above and string from below. Requires sigils to be carefully balanced to play in tune.
Hexpistol <SR-5: Basalt>: [Runespace: 3x3, +2 PWR, +1 ACC; Each spell must use its exact allotment of 3 runespace. Each spell serves as one BULLET. You may expend as many of your bullets as you'd like as a single casting action. To reload your bullets, you must expend a casting action to reload the entire clip, or your MOV action to reload a single bullet. No two bullets may have the same EFFECT sigil. Incompatible with melee form sigils]
A relatively recent innovation in focus development, the Hexpistol offers rapid fire at the cost of a rifle's
superior runespace and range.
Grimoire <Drakeskin>: [Runespace: 9, +1 PWR; Allows you to use your movement to cast spells of runeweight 3 or less (in addition to your round action). Whenever you cast two spells in one round this way, gain 1 point of universal damage resistance for the rest of the round]
A magical tome bound in monster leather and filled with abyssal parchment. Its pages bear intrinsic power which can only be activated via static ritual and careful incantation.
Golemductor <Model: Scarab> [Runespace: 7+3, +1 ACC [GOLEM STATS: 3 HP, 4 MOV, 6 DC]; Can only create 2 spells for you to cast using your 7 Runespace. Your Golem, meanwhile, may only cast one spell allotted to it alone, created using the 3 Runespace assigned to it. Your golem may cast its spell or move using its own action, but requires you to expend your MOV action to move it in addition to casting a spell. If your golem is destroyed, it will respawn in a tile adjacent to you after two turns pass. This golem can fly, ignoring terrain hazards unless otherwise specified. Your golem cannot be healed.]
During the reclamation war, the mages were few and the tasks to complete were bottomless. To ameliorate this, the first Golemductors were created, allowing one mage to service as two.
Staff <Bloomgrove>: [Runespace: 13; Spells have an effective +2 PWR on allies and an effective -2 PWR on enemies.]
A staff optimized for healing and supporting your allies, granting bonuses to your spells' positive effects
Spellsword <Fangbreaker>: [Runespace: 12, +2 ACC, +2 DC, +1 PWR, -1 MOV, +1 Range on Melee form spells. Can only use Melee form sigils.]
A sturdy, heavy blade designed for defensive combat styles. In exchange for its potent defensive capacities and longer reach, the blade is unwieldy, impeding precision and mobility.
Spellsword <Dermislicer> [Runespace: 10, ACC: +2, PWR: +6; Incompatible with ranged form spells. Every time you cast a spell, decrease the PWR bonus of this focus by 2 (to a minimum of -6). Spells with negative total PWR are simply treated as though their PWR were zero. You may expend one action to restore this focus's PWR back to its maximum (can be done on Übersmite recharge turns)]
A sturdy club ribbed with Coreshards, creating a line of sharp, magical teeth when mana is channeled through it. Boasts exceptional power that dulls with every attack as the teeth chip, requiring a round to reconstitute their edges.
Corpscloak <Kullervo> [Requires both your Magecloth and Focus slot. Runespace: 15; gain +2 PWR and + 1 ACC against targets within melee range. If you cast a spell for which none of the targets were in melee range, gain 1 DC until the beginning of the next round.]
A magecloth that reacts actively to the caster’s will, moving almost like an extra limb. The hidden blades sewn within can lock together as armor or be quickly deployed as a devastating surprise weapon.
Spellsword <Stargazer> [Runespace: 7,5; spells crafted using the 7 Runespace may only target enemies, while spells using the 5 may only target allies. You may use both one offensive and one defensive spell in a single round at the expense of your movement and casting action. +2 PWR, +2 ACC, +1 DC, -1 MOV; incompatible with ranged form sigils.]
A sword and shield crafted from the carapace of a single monster, granting exceptional synergy between offense and defense.
Spellchain <Kali> [Runespace: 9, +1 ACC; +3 DMG on Melee spell forms, +1 ACC on Ranged spell forms; whenever you cast a ranged form spell, you may Shackle the last enemy you successfully hit. On your next turn, you may expend your MOV action to pull that enemy towards you, one tile per MOV expended this way (unlike other substitute MOV actions, this consumes Quickstep and similar effects). A shackled enemy cannot move farther away from you than they already are, or such that there would be an obstacle between them and you, but may move closer, or in a circle around you. You cannot move or cast spells while you have an enemy shackled. You may unshackle an enemy at any time as a free action. You may also choose to Shackle a wall, pillar, or other black tile, allowing you to pull yourself towards that tile instead, granting +3 bonus MOV and ignoring all tile hazards you pass through before ending your turn. You cannot shackle an enemy shackled to somebody else, but you may shackle the same wall or pillar.]
A lethal weapon used only by those blessed in both skill and wit, this focus allows the user exceptional control of the postions of both the enemy and themself.
Magemaile <Galahad> [HP: 15, MOV: 3, DC: 9; Runespace: 10, ACC +2, +1 Universal Damage Resistance; consumes both your Hieroshield and Focus slot. Incompatible with ranged form sigils. You may expend your MOV to perform a Shoulder Dash, moving 5 tiles in one of the 10 spell trajectories and automatically targeting enemies in your way with an offensive spell you possess, moving them out of your trajectory and continuing your forward movement upon successful hit. After reaching the end of this movement or being stopped by an obstacle or enemy, you must cast the offensive spell you Dashed with. This dash may not use Quickstep stacks.]
The premier in defensive smithery, the Magemailes are a result of a fruitful partnership between the Hierophants and the steel artisans of the Carnelian Empire.
HIEROSHIELDS:
Bulwark [12 HP, 3 MOV, 8 DC]
The most popular standard issue Hieroshield, durable and reliable.
Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces]
Standard issue Hieroshield ring. Lightens the body of the user, allowing for faster movement and better evasive maneuvers
Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ]
Niche Hieroshield ring, capable of restoring itself using the life force of monsters.
Smogvisor [HP: 10, MOV: 4, DC: 8; RANGE: -1 (minimum of 1)]
A hieroshield with decent movement and sturdy defenses. However, it sacrificed clarity to do so, rendering the user somewhat myopic.
Elementalist: [HP: 5, MOV: 4, DC: 6; You may assign an ELEMENT of any sigil your guild possesses to this ring. All of your spells will grant the elemental effect of that element. If this spell already had that element, apply it a second time.]
A hieroshield crafted to boost the performance of elemental specialists at the cost of its defenses.
Hawk [HP: 6, MOV: 5, DC: 5; +2 Range]
A hieroshield that’s surface acts like a scope lens, bending incoming light to allow the user to see faraway objects more easily. Boasts good range and high mobility but lacks in defensive capacity.
Muckmedic [HP: 6, MOV: 4, DC: 7; whenever you target allies with a spell that applies poison stacks to enemies, restore the hieroshields of those allies an amount equal to the poison stacks your spell would apply]
A hieroshield with average performance modeled on the Abysskin witch-doctors, capable of using poison to heal.
Doomsinger: [HP: 9, MOV: 3, DC: 7; Whenever you gain the statuses Death Knell or Condemned, also receive 6 points of barrier (overwrites lower barrier, does nothing if a higher barrier is present)]
Inscribed with strange, haunting melodies, this Hieroshield thrums in harmony with the songs of powers long forgotten.
MAGECLOTHS:
Steelsewn: [+2 HP, +1 DC]
The most rudimentary Magecloth, made to serve as a first line of defense.
Piggybackpack [With mutual agreement, an adjacent ally may latch onto you using their MOV action, instead remaining on your space regardless of where or how you move. You may only carry one ally at a time.]
A cloth satchel imbued with weight relieving magic, allowing even the weakest mages to carry their allies into and out of battle.
Ultorishawl [This item has 3 intrinsic Runespace which cannot be distributed to other spells. You may use that runespace to craft one spell, which will automatically be granted the Reactive modifier (you may not take Reactive on this spell). You will begin combat with that spell loaded, and may recast it on a casting eligible action. This spell receives the bonuses and penalties from your Hieroshield but NOT your Focus]
A spellcloak with no intrinsic effects, instead woven with a modifiable embroidery surface upon which a mage may craft their own magic.
Hoarfrost Veil [+2 PWR on all Ice element spells. 2 Resistance to Ice element attacks, 2 Vulnerability to Fire element attacks]
A thin, translucent veil woven from icemoth silk beneath the light of the Aurora. Channels the power of the frigid north, but brings with it a susceptibility to heat and flame.
SIGILS
[Unless explicitly stated otherwise, you may NOT take two sigils of the same [Tag] on a single spell.]
EFFECT (You may only take each effect one time per spell. Each new effect after your first costs an additional +1 Runespace [e.g, +1 for your second, +2 for your third])
Restore [Runespace: 2, PWR: 2; Restore the Heroshield of your target using this spell’s PWR.]
A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies.
Hierosmite [Runespace: 1, PWR: 2; Deal damage equal to this spell’s PWR to an enemy.]
A Spelldiver’s main weapon against the monsters of the Abyss.
Magelight [Runespace: 1; Spread Magelights across every space this spell passes through]
Creates the shimmering mana particles that Spelldivers rely on to navigate the depths. Striking a target illuminates their position
Barrier [Runespace: 3, PWR: 3; Create a construct equal to this spell’s PWR, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.]
Manifests a precious first line of defense, preventing your Hieroshield from being broken
Quickstep [Runespace: 1, PWR: 1; Increase the target’s MOV by this spell’s PWR on their next movement]
Allows you to quickly engage an enemy or escape, even with a heavy duty Hieroshield
Envenomate [ELEMENT: POISON]: [Runespace: 2, PWR: 2; Apply a number of Poison stacks to an enemy equal to this spell’s PWR]
An insidious spell sigil modeled after the guerilla tactics of the abysskin, slowly rotting away at the target from the inside out.
Stalagmite Armor [ELEMENT: EARTH] [Runespace: 3; Increase your DC by half of this spell’s PWR, rounding down, until the end of the NEXT round. Does not stack. Upon receiving a successful or unsuccessful attack, the enemy receives an amount of damage equal to half of the damage you would have received, rounding down.]
A defensive sigil modeled after the spiny hides of the Stalagmice. Its hard exterior and hair-trigger projectile spikes serve as both protection and convincing deterrent.
Martyr’s Resolve [Runespace: 2; When you cast this spell, irrespective of its target or trajectory, a number of targets equal to this spell’s PWR within this spell’s Range fall under your protection. Whenever they would take damage as a result of an enemy attack this round, you take that damage instead. Gain 2 damage resistance to every attack taken this way.]
A noble spell for altruistic front-liners, allowing them to bear the brunt of the harm done to their allies’ hieroshield rings.
Übersmite [Runespace: 1, PWR: 7; Deal damage equal to this spell’s PWR to an enemy. Whenever you cast this spell, you become incapable of casting any spells the next round.]
A devastating burst of magic. Leaves your focus in a state of overheat, forcing you to wait until you can cast another spell.
Rend Asunder [ELEMENT: HAEMOMANCY]: [Runespace: 2; Decrease the enemy's DC by this spell's PWR until the end of NEXT round. An enemy's DC can never drop below half its maximum value.]
Uses the target’s own blood against them, swelling capillaries forcing their natural defenses to crack and burst.
Voltsphere [ELEMENT: LIGHTNING]: [Runespace: 2, PWR: 2; Deals damage equal to this spell’s PWR to an enemy. In addition to this spell’s primary effect, this spell deals additional damage equal to X-3, where X is the number of tiles this spell traveled BEFORE hitting the enemy [Minimum of -3, Maximum of 7].]
A crackling ball of lightning that becomes more potent the longer it travels, capable of incredible destructive power when utilized by a clever mage.
Hone [Runespace 1, PWR 1; Increases the power of your next spell by the power of this spell. You may not cast any spell with Hone immediately after casting this one, including on other equipment. This spell may not have any other Effects]
A sigil purely preparatory sigil that fizzles when paired with any other other effects. Clusters mana in your focus, sharply bolstering whatever spell you cast after.
Muckrend [ELEMENT: POISON]: [Runespace: 2; Apply all poison stacks this spell would apply if any. Then, remove all poison stacks, dealing damage equal to 1.5x the number of stacks, rounding to the nearest integer.]
A deadly sigil forged by poison experts who prefer not to wait for their quarry to die. Sacrifices long term lethality for short term potency.
Purify [Runespace: 2, PWR: 2; Remove a number of negative element stacks from the target less than or equal to half this spell’s PWR.]
Perfect for fighting against elementals and abysskin, this spell clears the target of harmful mana.
Wyrmbreath [ELEMENT: FIRE]: [Runspace: 2, PWR: 5; Deals damage equal to this spell’s PWR. Inflicts one additional fire stack in addition to its other effects. For the sake of this sigil's effects, all targets are treated as enemies. When cast at melee range, deals damage equal to one third of this spell's PWR (rounding to the nearest integer) to the caster.]
A devastating offensive spell channeling the inner wrath of the caster outwards in a destructive burst of flame. In exchange for its surpassing power, this spell targets allies and enemies alike, even harming the caster at near enough range.
Nettlefetter [Runespace: 2, PWR: 2; Upon successfully hitting an enemy with this spell, they become Fettered in place until the end of this round. If they opt move, they take damage equal to this spell’s PWR]
Crafts tendrils of mana laced with thorns and lethal intent. While they cannot harm directly, they bind a user in place, inflicting horrible agony upon any unfortunate enough to attempt an escape.
Alcherune <Nigredo>: [ELEMENT: FIRE, NECROMANCY] [Runespace: 3; upon hitting an enemy, adds 3 Onyx Fire stacks, converting all negative fire stacks the enemy currently possesses or receives after into Onyx fire stacks instead. Onyx fire acts exactly as negative fire stacks do, except the total does not decrease after applying damage. If an enemy dies to the Onyx Fire tick at the end of the round, they convert their current tile (or an adjacent one if necessary) into a Coreshard deposit instead of leaving a corpse behind.]
A highly dangerous sigil derived from the forbidden synthesis. Barred from the public due to its volatility and connection to the Magnum Opus.
Scornspore [ELEMENT: FUNGAL] [Runespace 2, PWR: 1; Upon successful hit, enemy becomes compelled to attack you for a number of rounds equal to half this spell’s PWR (rounding to the nearest integer) up to a maximum of 3. Can be alleviated with Restore as if each turn of remaining duration were an elemental stack. Casting Scornspore on enemies with active timers replaces their existing timer with a new one.]
Using mind-altering fungal spores as reference, this devious spell effect draws the attention and ire of its target.
Ephemeral Step [ELEMENT: MIST] [Runespace: 1; BEFORE casting this spell and resolving its effects, you may move to any tile within your BASE MOV, ignoring a number of walls, hazards, and enemies less than or equal to this spell’s PWR, so long as you land on an open tile.]
The foundation of all spacetime mistmagick, this sigil allows a mage to reposition safely and stealthily.
Gemglaive [ELEMENT: CRYSTAL] [Runespace: 3, PWR: 4; deals damage to enemies equal to this spell's PWR. If this enemy has Crystal stacks, you may immediately burst them]
A brutal offensive spell form with devastating power and a special resonance frequency, shattering built up crystals before they would naturally burst.
Iceslick [ELEMENT: ICE] [Runespace: 2; a number of tiles of the caster's choice less than or equal to this spell's PWR that this spell passes through become frozen for 3 rounds, and thus Slippery. Walking onto a slippery tile automatically shuttles you in the trajectory you stepped onto it until you reach a non-slippery tile.]
This spell coats the ground in ice, enabling speedy but unwieldy movement.
Silkspew [ELEMENT: SWARM] [Runespace: 1; targeted enemies gain -1 MOV and -1 effective PWR until the end of this round regardless of the ACC roll. May be removed with a Purify effect. May be stacked up to a maximum of 3 times]
Sprays mana-imbued spider silk on enemies, hampering their movements and attacks.
FORM (MAX: 1)
Arrow [Runespace: 0, 2d5, Range: 3; can target yourself]
The simplest form a spell can take, a straightforward shot of magic
Missile [Runespace: 1, 3d2+2, Range: 6, BEND]
A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory
Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE]
A long bolt of mana capable of piercing through enemies, affecting all within its range and trajectory. Does not include the casting point (generally your space)
Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2]
Wrap your mana around your fist, focus, or blade, dealing brutal close-range damage or casting the spell directly upon yourself
Chain [Runespace: 3, 1d10+1, Range: 4, CHAIN (Chaining Range: 2)]
An arcing chain of magic, able to hit a potentially unlimited number of targets. You need to hit all enemies in the chain. If you miss, the chan ends. A chain may only target up to 3 [b]allies[/b] per turn. You may not be the target of a Chain
Bullrush [Runespace: 3, 3d4-1, Range: Melee; before casting, charge up to 4 tiles forward, or until you are adjacent to your target. This spell gains one PWR for each tile traveled this way.]
A reckless headlong charge, taking advantage of the caster's momentum to land a devastating blow.
Heatseeker [Runespace: 2, 3d3+2, Range: 4; BEND]
A variation of the Missile sigil, granting greater targeting ability at the expense of runespace and range.
Ricochet: [Runespace: 1, 2d6, Range: 8; Upon hitting an impassable (black) tile, this spell ricochets off of it, changing trajectory at the discretion of the caster, in any of the 8 straight trajectories which are not obstructed by impassable tiles, including the direction from which the spell was cast. This spell gains 1 ACC (max of +3) for each ricochet.]
A sigil with exceptional range, beloved by mages for its dynamic trickshot potential.
Strike: [Runespace: -1, 2d5, Range: Melee; cannot target yourself]
The most simple iteration of spell form possible, unleashing the spell in a short ranged burst.
Buckshot [Runespace: 3, 2d6, Range: 4, PWR: +3. Upon casting this spell, you are knocked backwards 2 spaces. If either of these spaces is occupied by a wall, enemy, or other impassable tile, your recoil movement ends and you take 2 damage per untravelled tile (maximum of 4)]
A lethal spell form with extraordinary power for a ranged sigil— and even more extraordinary recoil.
Dual Palm [Runespace: 3, 2d5, Range: Melee, PWR: +2; User may target up to one enemy and up to one ally (including themselves) upon casting this spell. For the sake of enemy-ally specific interactions (e.g. Cthonic), each cast is considered separately. ]
You wreathe each hand with mana, splitting your magic into the elements that heal, and the elements that harm.
Flashstep [Runespace: 3, 1d8+1, Range: 3; User moves a number of tiles equal to this spell’s range, targeting all enemies they pass through with this spell’s effects. Regardless of this spell’s range, it is considered a MELEE attack. LONGSHOT INTERACTION: You may take Longshot with this spell, but you must forgo the ACC bonus] [ELEMENT: LIGHTNING]
You become a living lightning bolt, tearing through enemies and helping your allies with frightening celerity.
Gestaltoss [Runespace 2, 2d4+3, Range: 3; Upon casting this spell, one bullet follows one of the 10 acceptable trajectories, while the other follows a parallel and adjacent one. Both bullets may hit a single target of sufficient size.]
A sigil crafted using trickshooters as reference, this form allows the user to cast their spells in two parallel trajectories at the cost of its range
Spellmine [Runespace: 1, 2d6+3, Range: 4, +4 PWR against enemies; Instead of casting directly, the user imbues their magic onto an unoccupied spot on the ground within range. Should the enemy tread on that tile, they become the target of the spell. For the sake of displacement effects, this tile is considered safe]
A devious trap set in advance, used to release a devastating surprise attack against an unsuspecting enemy.
Trilink [Runespace: 3, 1d9+2, Range: 6; CHAIN, Chaining range: 3; may only affect up to 3 targets per turn. You are a valid target for this spell form.]
A modified version of the Chain form, solving some of its inherent flaws at the cost of its unlimited offensive potential.
Echocast [Runespace: 2, 2d4+2, Range: 4; When you target an ally or enemy with this spell, instead target them twice, hitting them with the spell's full effect once per successful hit. However, the effects of this spell's elements (not other Elemental stack sources like envenomate) may only be applied once per target, regardless of the number of hits. Incompatible with Barrage.]
A modified version of the Gestaltoss, this sigil sacrifices some of its accuracy in exchange for lining both shots up on a single trajectory.
MODIFIER (Unless otherwise stated, each modifier may only be taken once per spell)
Longshot [Runespace: 1, +2 Range, +1 ACC, Can be taken twice per spell. Cannot be taken on Melee-Form spells]
Concentrated and dense, capable of surviving farther distances
Reactive [Runespace: 1, +1 Range, +1 PWR. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.]
The caster keeps this spell prepared as their enemies move, honing its potency until the monster presents themselves
Chambered [Runespace: 1, ACC +1, PWR +1; Instead of resolving this spell upon cast, instead activate it upon casting another spell. This spell begins its trajectory in the same direction as the spell you cast to trigger it. Incompatible with Reactive.]
Loads the spell into your focus instead of projecting it outward, allowing it to burst forth when you cast another spell.
Crescendo: [Runespace: 2, +3 PWR. Incompatible with other Orchestra sigils.] [Tag: Orchestra]
A grand surge of magic, far more potent than an unmodified spell
Forte: [Runespace: 1, +1 PWR. Can be taken a maximum of 5 times per spell. Incompatible with other Orchestra sigils.] [Tag: Orchestra]
A harmonizing melody of sigils, each inscription of it more potent than the last.
Elegy to the Old Ones [ELEMENT: CTHONIC]: [Runespace: -2, PWR +3; Upon casting this spell, gain the status Death Knell until the end of the Next round, rendering you unable to receive healing while in effect. Incompatible with other Orchestra sigils] [Tag: Orchestra]
The melody to a dirge celebrating and mourning being adjacent to divinity. Some reject it as blasphemy, but the notes themselves bear in them great power and an elegant summary of the fundamentals of spellcraft, at the cost of sounding doom to the user.
Imbue [Runspace: 1. Currently available imbuements: Ice, Fire, Earth, Haemomancy. Can only imbue one element per spell.]
Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects
Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.]
Allows the caster to distend their mana, allowing them to throw the spell as if they were standing elsewhere nearby
Barrage [Runespace: 3, -1 ACC; When you target an enemy with this spell, instead of rolling a single time, roll this spell's hit dice 3 times. For each successful hit, apply the effects of this spell with its PWR halved, rounding to the nearest integer. Non PWR based effects are not split, instead being applied if even a single hit of the barrage lands]
Trades in a single powerful attack for a hail of smaller assaults. Potentially devastating against enemies, but with no particular benefit to allies.
Cleave [Runespace: 3. Allows a spell to continue its trajectory if its target is killed by its effect]
A spell sigil crafted by a mage tired of seeing their powerful offensive magic wasted on inferior vermin.
Scuttle [Runespace: 1; Allows you to split your MOV action between before and after this spell is cast.]
A sigil developed for hit and run tactics, allowing the user to cast as they reposition.
Unstable [Runespace: -2; Whenever you cast a spell, roll 1d5 in addition to your other dice. Clarify in advance which die represents your Unstable check. If you roll a 1, your spell fails to cast.] [Tag: Highroller]
Less a sigil than a method of shorthand, this modifier compresses a spell’s runespace in exchange for making it significantly less reliable.
Dawnforce [Runespace: 2; Grants 1 PWR for every 2 illuminated tiles adjacent to your current position, rounding up. If all 6 tiles are illuminated, gain an additional +1 ACC.] [Tag: Circumspecta]
One of the first spell modifiers ever conceived in the war to liberate the surface. Channels the power of surrounding light sources into your spells, empowering them with devastating might.
Abysscleaver [Runespace: 2; Grants +1 PWR and +1 ACC if the targeted enemy is in the dark. If they are, this sigil grants an additional + 1 PWR for every two tiles adjacent to that enemy which are also dark, rounding down. Pillars, walls, and other impassable tiles are considered dark.] [Tag: Circumspecta]
A spell modifier devised for ambushes against the creatures that lurk in the dark, turning their natural advantage into a weapon to be used against them.
Versatile [Runespace: 1, -2 PWR; Decreases the Runespace cost of Effect sigils by 1.]
A sigil used to optimize the runespace conflicts of multi-effect spells at the cost of some potency.
Sprawling: [Runespace -1; This spell takes up two spell slots instead of 1]
Allows this spell to be inscribed outside its dedicated slot space, exchanging a spell slot for runespace.
Arcing [Runespace: 2; Upon hitting a target, this spell also may target one enemy (not ally) within 2 spaces with a -1 ACC penalty. May only activate once per cast.] [ELEMENT: LIGHTNING]
Primitive iteration of what would later become the Chain form, utilizing the natural properties of electricity to discharge this spell into a nearby enemy.
Dealer’s Whim [Runespace: -2; Upon casting this spell, roll 1d14. Your spell power is multiplied by .1X, where X is the result of the 1d14 roll. If you roll a 1, your spell PWR is multiplied by 1.5 instead] [Tag: Highroller]
An eccentric compression system devised by a brilliant mage obsessed with gambling. Attains significant efficiency at the cost of unreliable power output.
Sinsigil <Pride> [-4 Runespace. You may not receive healing, buffs, elemental stacks, or any other direct positive effect from spells cast or any other actions taken by any ally. YOU MAY ONLY HAVE ONE SINSIGIL ACROSS ALL OF YOUR SPELLS.]
A grand sigil comprised of intricate carvings, expanding the space on a focus usable for inscribing spells. This sigil is imbued with the sin of Pride, its very nature repelling any aid from any source.
Delicate [Runespace: 0, -1 PWR, +1 ACC. Can be taken up to 2 times.]
A simple shorthand modification, converting the power that drives a spell into the guiding force that keeps its course stable.
Dirge of the Damned [ELEMENT: NECROMANCY] [-2 Runespace, +1 PWR; whenever you cast this spell, gain the status Condemned until the end of the NEXT round, decreasing your own DC by 5 and granting you 2 points of universal damage weakness. If your DC drops below zero, gain additional damage vulnerability for every point of negative DC.] [Tag: Orchestra]
A baleful melody sung by those condemned to sacrifice, this sigil incurs both the attention and hunger of those that sleep.
Blunt [Runespace: -1, PWR: -1]
A system of shorthand, compressing a spell's contents at the cost of its output.
LOOT TABLES:
CORESHARD DEPOSIT
1-5: 10-20 coreshards
6-10: 30-50 coreshards
11: 60-100 coreshards
12: casting focus
13: hieroshield ring
14: sigil (random type)
15: sigil (choose type)
MOOK
1-10 (10-20 Coreshards)
11-12 (30-50 Coreshards)
13 (Sigil (effect)
14 (Sigil (form)
15 (Sigil (modifier)
INTERMEDIATE MONSTER
1-5: 10-20 coreshards
6-10: 30-50 coreshards
11: 60-80 coreshards
12: Random Equipment/Random Sigil
13: sigil (effect)
14: sigil (form)
15: sigil (modifier)
ELITE MONSTER
1-6: 20-30 Coreshards
7-10: 40-50 Coreshards
11: Random sigil [no choices to pick from]
12: Effect sigil
13: Form sigil
14: Modifier sigil
15: Sigil [Type of choice]