Magic as Attack Function
Purpose: Harm enemies directly
Magic attacks come in two varieties: Targeted attacks that precisely strike specific enemies and Burst attacks that create explosive or widespread effects.
Single Target Attack
- Dice Pool: Attribute + Odd Talent
- Threshold: Target's Defense
- Effect: On success, deal damage = Successes
- Range: Typically Near to Far (varies by spell concept)
Examples:
- Magic Missile (Arcane): Unerring force bolts
- Divine Smite (Faith): Channeled holy strike
- Mind Spike (Psionics): Focused psychic lance
Process:
- Roll Attribute + Odd Talent
- Compare to target's Defense
- If hit: Count successes (5-6s)
- Calculate damage: Attribute + Successes
Example:
- Wizard (Wit 5D + Magic 2D = 7D) targets orc (Defense 4)
- Philosophy: Ruin +2D (using Precision Casting)
- Rolls 7D: 6, 2, 4, 6, 5, 3, 5, 5, 4 = 5 successes
- vs Defense 4 = HIT
- Successes: 5 (three 5s, two 6)
- Damage: 5 (Wit) + 5 (successes) = 10 damage
Targeted Area Attack
Purpose: Strike multiple specific enemies with precision
- Dice Pool: Attribute + Odd Talent
- Threshold: Number of Targets
- Effect: Roll once, compare to each target's Defense individually
- Range: All targets within Near range of primary target
- Damage: Same for all targets hit
This represents effects like chain lightning, multiple magic missiles, or a sweeping blade of force that strikes each target individually.
Process:
- Declare primary and additional targets (all within Near range)
- Calculate Threshold: Number of Targets
- Roll Attribute + Odd Talent (+ Focus)
- If roll meets Threshold: Compare roll total to each target's Defense
- Each target whose Defense is beaten takes full damage
- Calculate damage: Attribute + Successes
Example - Targeted Area:
- Wizard (7D pool, Wit 5D) targets 3 goblins with Chain Lightning
- Threshold: 3
- Rolls 7D vs Threshold 3: 5,1,5,2,6,5,3
- Successes: 4
Applying Damage: Compare 4 to each goblin's Defense
- Goblin A (Defense 2): 4 > 2, HIT, takes 5 + 4 = 9 damage
- Goblin B (Defense 3): 4 > 3, HIT, takes 9 damage
- Goblin C (Defense 5): 4 < 5, MISS, no damage
Why Use Targeted Area:
- Effective against low-Defense swarms
- Defeated enemies don't "waste" the spell
- Can selectively target enemies in mixed groups
- Precision matters (high Defense enemies harder to hit)
Burst Area Attack
- Purpose: Create explosions, blasts, or widespread effects
- Dice Pool: Attribute + Odd Talent
- Threshold: 3 (regardless of number of targets)
- Effect: All creatures, friend or foe, in area roll Speed Save (2 + Power Casting Focus) for half damage
- Range: All targets within Near range of detonation point
This represents effects like fireball, thunderwave, cone of frost, or shockwave—widespread magical effects that are difficult to completely avoid.
Process:
- Declare detonation point or area of effect
- Roll Wit + Odd Talent vs Threshold 2
- If successful: Count successes (5-6s)
- Calculate base damage: Attribute + Successes
- All creatures in area roll Speed Save vs Caster's Attribute (Wit) value
- Save Success: Half damage (round down)
- Save Failure: Full damage
Example - Burst Area:
- Wizard (Wit 5D + Magic 2D = 7D) casts Fireball at group of Rogues
- Rolls 7D vs Threshold 2: 6, 3, 4, 5, 2, 4, 3
- Successes: 2 (count 5s and 6s)
- Base Damage: 5 (Wit) + 2 (successes) = 7 damage
Targets make their Save: Three rogues in blast radius each roll Speed Save vs Threshold 5 (Caster's Wit)
- Goblin A (Speed 3D + Acrobatics 2D = 5D): rolls 1 success = FAIL, takes 7 damage
- Goblin B (Speed 4D + Acrobatics 2D = 6D): rolls 3 successes = FAIL, takes 7 damage
- Goblin C (Speed 5D + Acrobatics 2D = 7D): rolls 5 successes = SUCCEESS, only takes 3 damage by dodging for cover
Why Use Burst Area:
- Easier to cast successfully (no multi-target penalty)
- Guaranteed to affect entire area (no Defense comparison)
- Agile enemies can reduce damage (rewards Speed investment)
- Creates dramatic "everyone roll saves!" moments
- Better against mixed Defense values (affects all equally)
Choosing Between Targeted and Burst
Use Targeted Area when:
- You want to avoid hitting allies in the area
- Enemies have very low Defense (easier to overcome)
- You need precision (only hit specific targets)
- You want defeated enemies to not "waste" your damage
Use Burst Area when:
- You want reliability (easier to cast successfully)
- Enemies have high Defense but low Speed
- You want to affect everyone in an area
- The spell concept is inherently explosive/widespread
Example Spell Comparisons:
| Spell | Type | Rationale |
|---|---|---|
| Fireball | Burst | Massive explosion affects entire area |
| Magic Missile | Targeted | Precise unerring strikes on chosen targets |
| Thunderwave | Burst | Shockwave radiates from caster in all directions |
| Scorching Ray | Targeted | Multiple focused beams at specific targets |
| Cone of Frost | Burst | Sweeping spray of ice affects entire cone |
Damage Type: Usually energy (fire, lightning, force, psychic, radiant, necrotic)
Range Clarification:
- Single Target: Typically, Near to Far range
- Targeted Area: Primary target at Near/Far, additional targets must be within Near range of primary
- Burst Area: Choose detonation point at Near/Far range, effect radiates Near range from that point