Magic FAQ

What are spells?

Some classes have magical abilities and can dramatically reshape reality around them.  Some spells do damage directly (such as Fireball), others offer protection (such as Barkskin), some heal (such as Cure Light Wounds), while others offer abilities for adventures (such as Speak With Dead).  Some of these spells are represented by spellballs, thrown at a target, or cloth bands, worn around the protected individual.

What are the spellcasting classes?

Rangers and Paladins have some limited spell casting ability, mostly centered around healing and protection spells.  Druids and Clerics have more spells, but some combat ability as well.  The Mage is vulnerable in combat, but has a number of offensive spells available.  Full spell lists can be found in the rulebook.

How do spells and magic work in Dargarth?

Spells require both a magical energy (represented by spell points) and an incantation to cast.  Before the spell is cast, the caster must recite the spell, either from their spell book or scroll.  Unless a scroll is used, casting a spell uses a spell point, which is not refreshed until the end of the day.

When finished with the incantation, the spell is then used.  This could mean throwing a spellball.  The full effect of the spellball is unleashed on whatever it contacts.  The spell could also be a touch spell, in which case the spell effect applies to whatever the caster touches.  Finally, it could be a protective spell, in which case the caster dons a cape or headband according to the spell’s effect.

Can I “hold” a spell after casting it?

In a limited fashion, yes.  After reciting the spell, a player may begin holding the spell.  At any moment, they many shout the invocation line and cast the spell (“I ___ Summon Fire From the Sun” is the line for Fireball).  While holding a spell, the caster may not speak, move more than 5 steps from the casting location, or be struck by another player.  If any of these things happen, the full effect of the spell is discharged on the caster.  Higher level clerics and wizards gain a spell called “Pouch” where they may prepare one spell ahead of time and store it for later without the limitations of holding a spell.

I’m a fighter, and I think magic is too powerful! / I’m a caster, and I think magic isn’t powerful enough!

An effort has been made to balance magic in Dargarth with melee combat, while still keeping the ruleset simple.  This is why spells have a lengthy word limit to cast.  In combat, spells can have a major effect, but the casters are vulnerable when they recite the incantation.  The fusion of combat and magic makes them more interesting than either on their own.

If you think magic is too powerful in Dargarth, consider than an archer’s arrows hurt like lightning bolts, but can be fired rapidly and without a set limit per day.

If you think magic isn’t powerful enough in Dargarth, consider that a fireball spell can destroy a fully armored fighter with one blow.

Like all aspects of Dargarth, maintaining game balance is an important and continual process.

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