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E-Mod 1.8 Readme - [Spell] Meta

Meta

The most powerful group of them all. These spells are meant to affect other spells and spell castings. These are meant for the dedicated magi.

Activate Runes Spell

Casting Cost: Varies widely based on combinations
Upkeep Cost: No Upkeeps/ Only durations.
Target: Area
Subject Defenses: Depends on combination

Description: Possibly the most powerful and diverse spell in all of E-Mod and definitely E-Mod's biggest feature.
First off let me explain what Runic Magic is.

It is improvised magic. When something unexpected occurs in life, you improvise. This is also part of role-playing - but can also be introduced into a magic system.

Improvised magic allows a mage to attempt a spell that he/she does not know. Better yet, it allows him/her to create new spells at need - or at least to attempt them. This is the spell that does that.

These are the runes needed to create a spell:

Verb Runes - Create, Control, Heal, Transform, Sense, Communicate, Weaken (Destroy), Strengthen, Move, Protect, and Warn.

Noun Runes - Earth, Animal, Magic, Body, Mind, Undead, Air, Fire, Water, Plant, Illusion, Light/Dark, Food, and Sound.

Seek out these various rune-stones that fill much of E-Mod. You'll need to have them all if you wish to uncover all the hidden spells that are possible with rune magic.

How to Use It

To cast a spell with runes you must equip at least one noun rune and one verb rune and then target an object, item, area, or being (like a player or npc). The runes you equipped will spawn one by one till they are laid out then the spell will be cast and it's effect will start. Here's an example:
A wizard named Marduke needs to make a fire for his coterie, so he pulls out a create rune ring and a fire rune amulet and equips them. Then he targets a bonfire setup and casts Activate Runes on it. The create rune and fire rune spawn themselves around the caster and suddenly Fire bursts from the brush creating warmth and light. Blood (For Vampires) or Mana (For Humans) is then spent and experience is gained. It's that simple.
See if you can discover all of the possible combinations that exist. You have been given one common knowledge combination. The rest are all about discovery. Each hidden spell has it's own various costs and the more runes you use to attempt a spell cast the higher the costs. NOTE: Rune items can now be found at random in sp.

Scryguard Spell

Casting Cost: 3
Upkeep Cost: No upkeep, lasts until canceled
Target: Self
Subject Defenses: None

Description: This will interfere with any information gathering spells including your own. On a critical success the casting cost is 0. On a critical failure the casting cost is doubled.

Dispel Magic

Casting Cost: 2 plus 2 for each of the upkeeps disrupted
Upkeep Cost: No upkeep, must recast
Target: Enemy/Friendly
Subject Defenses: none.

Description: This will disrupt the upkeeps currently on your target. The maximum numbers of upkeeps you can disrupt are equal to your dot skill. A critical success will halve the costs while a critical failure will cause your own upkeeps to be disrupted if any. The cost of a critical failure is 4 at least and 4 for each of your own upkeeps disrupted.

Ward Spell

Casting Cost: Skill Level
Upkeep Cost: No upkeep; lasts until canceled or broken by a powerful spell.
Target: Self
Subject Defenses: None

Description: If someone casts a spell on you that can be warded there will be a contest between the caster of the attacking spell and your ward. If the attacker was able to overpower your ward then it will break and their spell will affect you. This is meant to give you a better chance at resisting spell attacks. A critical success will increase your wards power while a critical failure double the cost and you will loose many of your pre-existing wards if any exist.

Spell Tap

Casting Cost: 30
Upkeep Cost: No upkeep; lasts until subject casts a spell that can be tapped.
Target: Enemy/Friendly
Subject Defenses: None

Description: It will cause the next spell that is tap able to reverse polarity, making you the caster of someone else's spell, while changing the caster to the target (this assumes that a spell was offensive). If the spell was meant for the caster only (like Might Spell), then it will become yours instead. This makes it possible to share the effects of a spell to make it so that your fellow ally can cast a spell on you that was normally meant for him/her only. NOTE: You will have to spend the blood or mana for your target's spell casting along with the skill rolls needed to get it to cast. If you're casting this multiple times on one subject be very careful for the subject may choose to cast a very expensive spell or numerous spells that could kill you. A critical success will drop the cost to 10 while a critical failure will double the cost.

Pentagram Spell

Casting Cost: 15
Upkeep Cost: 10 per/1min
Target: Area
Subject Defenses: None

Description: When cast on an area it will create a pentagram that can protect you from harm when you enter it. A pentagram can also paralyze any enemies or summoned beast. There is no more limit to the amount of pentagrams you can make now. A critical success will drop the upkeep cost to 5 while a critical failure will double casting cost.

Fortune Spell

Casting Cost: Skill Level * 5
Upkeep Cost: No upkeep; lasts until subject dies or exits the game.
Target: Enemy/Friendly (Enemies will be cursed/Allies will be blessed)
Subject Defenses: None

Description: When cast on an ally it will bless them with improved skill, spell, ability using, and combat effectiveness. This can help them if they are trying to use magic spells at low intelligence levels or pretty much anything else they are having trouble with. The amount of improvement is based on your skill level. If this was cast on an enemy it will do the opposite and curse them, causing reductions in their skill, spell, ability uses, and combat effectiveness. A critical success will increase the power of the bless/curse while a critical failure will cause it to backfire and curse by an amount based on your skill level.

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