Does a spellcaster or cleric make a skill roll each time they want to use dice of healing?
Spellcaster level 2 gets 4D to use for healing. For the first use in a day he wants to heal his whole party for 2D, he makes one roll.
Later that same day he needs to heal one of his companions so rolls again and uses 1D to heal his companion.
Still later, as the party makes camp, gathers all his wounded compatriates and group heals them the remaining 1D by making a skill roll.
Is this the way it is done?
Correct, a spellcaster skill check (or cleric) is required every time they intend to heal.
Effect: Target can levitate 1 space each turn.
Does the spellcaster need to maintain concentration each turn or must they make a spellcaster roll each turn to move 1 space. I'm thinking it is the simpler former.
As long as the spellcaster is concentrating he is able to move the target (or himself) using transport.
Note that some GM's may ask the caster to make a spellcaster skill check if he wishes to perform other actions on his turn while using transport such as casting another spell, shooting a bow, etc.
Several spells, such as illusion and summoning, have a duration of "1D turns per spellcaster level if cast in combat or 2D hours outside of combat".
This statement is somewhat ambiguous. Is the outside of combat duration also increased based on the spellcaster level, or is the duration for a first and sixth level spellcaster the very same 2D hours?
Yes. Remember - these spells were designed to be simple to adjudicate and fast to play and remember... when the spell is cast without stress in a controlled manner, it has a duration of 2D hours regardless of level. When cast under duress, its duration is far more limited to the scope of the encounter. A skilled caster is able to maintain enough control of his emotions in such a stressful situation to pull the spell off well enough to last longer than a less skilled caster.
Hope I said that right :-)
The writeup for the Illusion spell mentions that those who believe them are affected by them. To what extent? If a man is stabbed by the illusion of a dagger he believes in, will he take bp damage? Can he die from it?
And if a man walks out onto a bridge he believes is real, will it carry his weight?
Like many things, we built a framework and expect a GM to adjudicate, leaning on his preferences and experiences from other games. Here's the way we handle it, your tastes may vary:
If someone believes an illusion, he believes he is affected by it personally - but that won't convey supernatural ability to him.
For instance, if he is stabbed by a hurled illusion spear, he BELIEVES he takes the damage. Keep track of it separately... because if he later becomes convinced of its phantasmal nature the damage can be removed. Some GMs rule the damage is mental and doesn't go away (sometimes mental wounds are far more damaging than physical ones!). If he takes enough believed damage to drop, he drops like normal and might in fact die (all characters who drop in the game get to make a STR check to see if they die or not after the fight's over).
But walking on an illusion bridge won't convey supernatural ability to levitate/fly to the person, and he'll know it's an illusion pretty quickly when he falls.
Also keep note of the number of senses which may be affected. A bridge that affects only sight will fool someone unless he's being smart... but a visual-only illusion of a burning wall that doesn't give off heat (sense of touch) will not fool someone who walks through it that he's on fire.
(copied here from forums)
With the spell templates, how would you create (for example), a spell that allowed you to step through a portal in the air, enabling the pcs to escape? Obviously this is a d&d spell called Dimension Door. Or what about changing form into a bear or some such?
I was wondering how the system handles these types of spells. Spells that do not come under such templates as 'Buff', 'Blast', 'Aid' or 'Bolt', for example.
Regarding transformation into a bear, that can be done with the Transform spell.
The dimension door spell is another issue... We do have the Transport spell. Although it doesn't specifically describe an effect identical to the dimension door spell, it does provide effects like blinking and teleporting.
We were general and flexible with the spells in this core product release. They cover much of what you'd want to do, but not everything. Additional spells will be published in various supplements that keep with this categorical concept. Therefore, simulating every finite spell from D&D is sorta beyond the scope of this magic system. But remember, this is a creative commons product and we not only permit but encourage YOU to produce additional content. Someone making a new spell system with more numerous and specific spells (and a different acquisition method) might be a neat product.
Also - magic items and potions can be made by use of the enchanter skill which have effects not covered by the existing spell list. If you want a caster type character capable of doing all sorts of neat tricks not specifically covered by the known magical spells of the kingdoms, then you get creative and build yourself magical gadgets!
And let's not forget, this game was designed to a strong GM role (like the old days) and house-ruling things can be simple and fun. The GM is there to make sure you enjoy your time in his game. Tell him you have a concept that requires a certain spell and he's likely to create one (or as for suggestions here on the forums).
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