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Tales of EvenFall

Introduction 

Welcome Page
Home Page

Game Rules

Persona Sheet
Race
Archetypes
Persona Stats
Level Resistance Bonus
Archetype Level Advancement
Moral Reference
Equipment
Select Spells
Combat
Magic
Magic Items
Bestiary
Bard Spells
Priest Spells
Ranger Spells
Wizard Spells
Master Spell List

Evenfall Campaign 

Campaign Setting
Players
Personas
Adventure Journal

Forgotten Realms 3E Campaign

Introduction
 

 

Magic:


There are two types of Spells: Enchantments and Blessings.

Wizards and Bards use Enchantments. A Spell Book is used to store Enchantments. The Wizard and Bard must always be in possession of their Spell Book to be able to use Enchantments. New spells are often found on scrolls or in other spell books. If a new Enchantment is found it can be copied to the Spell Book. Once added to the Spell Book the new Enchantment can be used. Wizards and Bards cannot use scrolls with Blessings written on them. Nor can they use spell books with Blessings written in them.

Priests and Rangers use Blessings. A Prayer Book is used to store Blessings. The Priest and Ranger must always be in possession of their Prayer Book to be able to use Blessings. New spells are often found on scrolls or in other spell books. If a new Blessing is found it can be copied to the Prayer Book. Once added to the Prayer Book the new Blessing can be used. Priests and Rangers cannot use scrolls with Enchantments written on them. Nor can they use spell books with Enchantments written in them.

Manna Points


Each spell caster starts out with a certain number of manna points based on their class. Manna points are used to cast spells. When a spell is cast manna is drained from the spell caster’s personal reservoir. When a spell caster runs out of manna rest will refill the manna reservoir. Manna points are restored at 1/4 of the total for each hour of rest. Four hours of rest will restore all lost manna points.

Starting Spells


Each Persona with spell casting ability begins play with a spell book and four spells.

Spell Parameters


The casting time for a spell is instantaneous. Players control all aspects of the spell by selecting the Area of Effect and Duration. The stronger the spell the more it costs.

A lesser effect can be achieved than was purchased. For example, if a 10’x 10’ Area of Effect spell was purchased it could be shaped into a 4’x 8’ Area of Effect spell.

Area of Effect:


1 Object = 1 manna point

Square or Circle, 10’ x 10’ area = 2 manna points

Square or Circle, 20’ x 20’ area = 6 manna points

Square or Circle, 30’ x 30’ area = 12 manna points

Square or Circle, 40’ x 40’ area = 20 manna points

Square or Circle, 50’ x 50’ area = 30 manna points

 
Duration:


Instantaneous = 1 manna point

1 Minute = 1 manna point

30 Minutes = 3 manna points

1 Hour = 6 manna points

8 Hours = 10 manna points


Spells that do damage/healing can only be assigned Instantaneous Duration. These spells will do 1d6 points of damage/healing.

The spell caster can end his spell anytime before the duration has ended without cost. Ending a spell is not considered an action.


Spell Definitions:

 The definitions provided are loose guidelines, not restrictions. The usage of a spell is subject to interpretation. However the Game Master has the final say on how any spell can be used in his game.