MECHANICS AND EQUIPMENT: All Guild Members are given FOUR primary pieces of equipment as they dive into the depths. These are their Communicator (enchanted hat, earring, necklace, scarf, or any other article worn on the head or neck) used to communicate with their fellow Spelldivers, your Handpick, a double bladed magical tool able to easily mine ores and process monster parts, your Hieroshield Ring, protecting your body and keeping the Abyssal Corruption at bay, and your Casting Focus, onto which you transcribe the Spells you create. Be sure to not to let your Hieroshield break! If your Hieroshield Points (HP) fall to zero, you will be incapacitated by the backlash, abd your teammates will have only one turn to heal you before you are forcibly evacuated by your Hieroshield Ring's emergency exit function, costing the whole crew Coreshards proportionate to the mission's Depth. Missions will occur on a dark hexagonal map, with only their starting positions illuminated. The darkness may be pierced with Magelights, which may be created either via spells or by your boots, which leave magelights on any space you pass through. Each round, you may take a Movement and an Action. A movement simply allows you to move a number of spaces equal to your MOV. You may pass through ally spaces, but not enemy spaces unless otherwise stated. If you would move into a wall, pillar, or other such obstruction, you will automatically move as close to your intended location as possible. If you are near cover (e.g. a pillar, tree, or boulder), you may instead use your movement to take a Cover action, automatically moving around the cover tile to avoid enemy line of sight if possible. Using your action, you may do any one of the following: >Take a second Movement >Cast a spell [Unless otherwise stated, spells move in straight lines. When casting horizontally (left and right) you must explicitly declare whether you’re casting on the top or bottom hexes] >Mine resources >Scavenge a fallen monster Between missions, you may change your spells and equipment free of cost. You may have up to 3 spells at a time, so long as the total Runespace across all three of your spells is less than or equal to the capacity of your current casting focus. You are highly encouraged to name your spells. New sigils and equipment schematics may be found either by scrounging through the bodies of monsters, happening upon a relic buried in the Coreshard deposits of the abyss, earning one as a quest reward, or purchasing them at the end of every mission using the Coreshards you find in the depths. SPELL ELEMENTS While all spells are Colorless by default, some sigils will add elements to your spells. These have a number of benefits, allowing the caster to exploit elemental weaknesses and take advantage of the minor perks associated with each element. However, be warned: many monsters have elemental resistances, taking less damage from attacks of that element. So far, your Guild only has access to Fire, Ice, and Earth, but, as you increase your collection of sigils, many more will become available. >FIRE: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Fire onto that target. At the end of every round, anyone takes damage equal to their Fire stacks, then removes one Fire stack from themselves. Enemies with Fire stacks are illuminated. [ALLY EFFECT: Apply Purifying Fire Stacks, healing allies in the same way enemies would be harmed] >ICE: Upon a successful hit, inflict 1 stack of Ice onto that target. On their next movement, that target’s MOV is decreased by their total ice stacks. Then, all ice stacks are removed. [ALLY EFFECT: Apply ice to the feet of your target, granting allies +1 on their next MOV] >EARTH: Upon casting an Earth element spell, gain 1 DC until your next turn >POISON: Upon a successful hit, inflict 1 stack of Poison onto the target. Poison stacks HALVE healing received and deal 2 damage (total, not per stack) per turn. Unlike FIRE ticks, the number of stacks only refers to duration. No effect on allies. >HAEMOMANCY: Upon casting this spell, gain 1 HP for every enemy you target. This HP gain may contribute to Vampire overhealth. In the case that you would gain this HP at full health, instead distribute 2 damage OR 1 HP per redundant point to any target, ally or enemy, that was targeted by your previous spell regardless of its success or failure to hit. Enemies or allies that were not chained to but were within chaining range do not count as having been targeted [EFFECT CANNOT BE STACKED WITH ELEMENTALIST] >LIGHTNING: Temporarily grants partial light to tiles it passes through. Upon a successful hit, inflict 1 stack of Lightning to an enemy. If, at the beginning of their turn, an enemy has a number of Lightning stacks greater than or equal to their remaining HP, that enemy becomes unable to act for the round, and all Lightning stacks are removed. Enemies with Lightning Stacks are illuminated. [ALLY EFFECT: If you cast a Lightning attribute spell on an ally, REMOVE two enemy Lightning stacks from them if possible.] GEAR: CASTING FOCI: >Spellsword <Gloomcutter> [Runespace: 9, +3 ACC and +1 PWR within melee range, +1 MOV] A lightweight, standard issue spellblade made to channel magic and cut through the beasts of the depths in one fell swipe. >Staff <Brightwood> [Runespace: 13] A standard issue staff carved of sunkissed oak, capable of carrying many complex sigils >Wand <Shardcandle> [Runespace: 8, +1 DC, +2 PWR] A standard issue wand, able to be crafted with more expensive materials thanks to its more compact size, allowing higher performance at the cost of less space >Hexrifle <HR-2: Almandite> [Runespace: 12, +3 PWR, +1 Range; Incapable of using melee sigils. When you cast a spell, you must use your MOV action that round to load.] A product of post-liberation industry built to deal devastating damage to monsters at range. It boasts exceptional performance at the cost of being cumbersome to load. >Spellstrummer <Caeralute> [Runespace: 16, ACC +1. None of your spells may have more than 6 Runespace.] An instrument fashioned from wood from above and string from below. Requires sigils to be carefully balanced to play in tune. >Staff <Bloomgrove>: [Runespace: 13; Spells have an effective +2 PWR on allies and an effective -2 PWR on enemies.] A staff optimized for healing and supporting your allies, granting bonuses to your spells' positive effects >Spellsword <Fangbreaker>: [Runespace: 12, +2 ACC, +2 DC, +1 PWR, -1 MOV, +1 Range on Melee form spells. Can only use Melee form sigils.] A sturdy, heavy blade designed for defensive combat styles. In exchange for its potent defensive capacities and longer reach, the blade is unwieldy, impeding precision and mobility. >Spellsword <Dermislicer> [Runespace: 10, ACC: +2, PWR: +6; Incompatible with ranged form spells. Every time you cast a spell, decrease the PWR bonus of this focus by 2 (to a minimum of -6). Spells with negative total PWR are simply treated as though their PWR were zero. You may expend one full round CASTING to restore this focus's PWR back to its maximum (cannot be done on Übersmite recharge turns)] A sturdy club ribbed with Coreshards, creating a line of sharp, magical teeth when mana is channeled through it. Boasts exceptional power that dulls with every attack as the teeth chip, requiring a round to reconstitute their edges. >Grimoire <Drakeskin>: [Runespace: 9; Allows you to use your movement to cast spells of runeweight 3 or less (in addition to your round action)] A magical tome bound in monster leather and filled with abyssal parchment. Its pages bear intrinsic power which can only be activated via static ritual and careful incantation. HIEROSHIELDS: >Bulwark [12 HP, 3 MOV, 8 DC] The most popular standard issue Hieroshield, durable and reliable. >Gazelle [6 HP, 5 MOV, 6 DC. You may move unimpeded through enemy occupied spaces] Standard issue Hieroshield ring. Lightens the body of the user, allowing for faster movement and better evasive maneuvers >Vampire [7 HP, 4 MOV, 7 DC. Gain 6 HP when you deal a final blow (split among all Vampire Hieroshield users that attacked that enemy that round). Vampirism overshield up to 14 total HP. ] Niche Hieroshield ring, capable of restoring itself using the life force of monsters. >Smogvisor [HP: 10, MOV: 4, DC: 8; RANGE: -1 (minimum of 1)] A hieroshield with decent movement and sturdy defenses. However, it sacrificed clarity to do so, rendering the user somewhat myopic. >Elementalist: [HP: 5, MOV: 4, DC: 6; You may assign an ELEMENT of any sigil your guild possesses to this ring. All of your spells will grant the elemental effect of that element. If this spell already had that element, apply it a second time.] A hieroshield crafted to boost the performance of elemental specialists at the cost of its defenses. >Hawk [HP: 6, MOV: 5, DC: 5; +2 Range] A hieroshield that’s surface acts like a scope lens, bending incoming light to allow the user to see faraway objects more easily. Boasts good range and high mobility but lacks in defensive capacity. >Muckmedic [HP: 6, MOV: 4, DC: 7] A hieroshield with average performance modeled on the Abysskin witch-doctors, capable of using poison to heal. MAGECLOTHS: >Steelsewn: [+2 HP, +1 DC] The most rudimentary Magecloth, made to serve as a first line of defense. >Piggybackpack [With mutual agreement, an adjacent ally may latch onto you using their MOV action, instead remaining on your space regardless of where or how you move. You may only carry one ally at a time.] A cloth satchel imbued with weight relieving magic, allowing even the weakest mages to carry their allies into and out of battle. >Ultorishawl [This item has 3 intrinsic Runespace which cannot be distributed to other spells. You may use that runespace to craft one spell, which will automatically be granted the Reactive modifier (you may not take Reactive on this spell). You will begin combat with that spell loaded, and may recast it on a casting eligible action. This spell receives the bonuses and penalties from your Hieroshield but NOT your Focus] A spellcloak with no intrinsic effects, instead woven with a modifiable embroidery surface upon which a mage may craft their own magic. SIGILS EFFECT (You may only take each effect one time per spell. Each new effect after your first costs an additional +1 Runespace [e.g, +1 for your second, +2 for your third]) >Restore [Runespace: 2, PWR: 2; Restore the Heroshield of your target using this spell’s PWR.] A Spelldiver’s most vital tool, capable of restoring the precious Hieroshields of themselves and their allies. >Hierosmite [Runespace: 1, PWR: 2; Deal damage equal to this spell’s PWR to an enemy.] A Spelldiver’s main weapon against the monsters of the Abyss. >Magelight [Runespace: 1; Spread Magelights across every space this spell passes through] Creates the shimmering mana particles that Spelldivers rely on to navigate the depths. Striking a target illuminates their position >Barrier [Runespace: 3, PWR: 3; Create a construct equal to this spell’s PWR, blocking all successful attacks against the target. Cannot create more than one Barrier per cast.] Manifests a precious first line of defense, preventing your Hieroshield from being broken >Quickstep [Runespace: 1, PWR: 1; Increase the target’s MOV by this spell’s PWR on their next movement] Allows you to quickly engage an enemy or escape, even with a heavy duty Hieroshield >Envenomate [ELEMENT: POISON] [Runespace: 2; Apply a number of Poison stacks to an enemy equal to this spell’s PWR (minimum of 1)] An insidious spell sigil modeled after the guerilla tactics of the abysskin, slowly rotting away at the target from the inside out. >Stalagmite Armor [ELEMENT: EARTH] [Runespace: 3; Increase your DC by half of this spell’s PWR, rounding down, until the end of the NEXT round. Does not stack. Upon receiving a successful or unsuccessful attack, the enemy receives an amount of damage equal to half of the damage you would have received, rounding down.] A defensive sigil modeled after the spiny hides of the Stalagmice. Its hard exterior and hair-trigger projectile spikes serve as both protection and convincing deterrent. >Martyr’s Resolve [Runespace: 2; When you cast this spell, irrespective of its target or trajectory, a number of targets equal to this spell’s PWR within this spell’s Range fall under your protection. Whenever they would take damage as a result of an enemy attack this round, you take that damage instead.] A noble spell for altruistic front-liners, allowing them to bear the brunt of the harm done to their allies’ hieroshield rings. >Übersmite [Runespace: 2, PWR: 6; Deal damage equal to this spell’s PWR to an enemy. Whenever you cast this spell, you become incapable of casting any spells the next round.] A devastating burst of magic. Leaves your focus in a state of overheat, forcing you to wait until you can cast another spell. >Rend Asunder [Runespace: 2; Decrease the enemy's DC by this spell's PWR until the end of NEXT round. An enemy's DC can never drop below half its maximum value.] [ELEMENT: HAEMOMANCY] Uses the target’s own blood against them, swelling capillaries forcing their natural defenses to crack and burst. >Voltsphere [ELEMENT: LIGHTNING]: [Runespace: 2, PWR: 2; Deals damage to this spell’s PWR to an enemy. In addition to this spell’s primary effect, deal 1 additional point of damage per tile this spell traveled BEFORE hitting the enemy [Maximum of 6].] A crackling ball of lightning that becomes more potent the longer it travels, capable of incredible potency when utilized by a clever mage. FORM (MAX: 1) >Arrow [Runespace: 0, 2d5, Range: 3; can target yourself] The simplest form a spell can take, a straightforward shot of magic >Missile [Runespace: 1, 3d2+2, Range: 6, BEND] A controlled bolt of mana, accurate and reliable, capable of travelling freely without a fixed trajectory >Lance [Runespace: 2, 2d4+1, Range: 5, PIERCE] A long bolt of mana capable of piercing through enemies, affecting all within its range and trajectory. Does not include the casting point (generally your space) >Wreathe [Runespace: 1, 2d5, Range: Melee (1), PWR +2] Wrap your mana around your fist, focus, or blade, dealing brutal close-range damage or casting the spell directly upon yourself >Chain [Runespace: 3, 1d10+1, Range: 4, CHAIN (Chaining Range: 2)] An arcing chain of magic, able to hit a potentially unlimited number of targets. You need to hit all enemies in the chain. If you miss, the chan ends. A chain may only target up to 3 [b]allies[/b] per turn. You may not be the target of a Chain >Bullrush [Runespace: 3, 3d4-1, Range: Melee; before casting, charge up to 4 tiles forward, or until you are adjacent to your target. This spell gains one PWR for each tile traveled this way.] A reckless headlong charge, taking advantage of the caster's momentum to land a devastating blow. MODIFIER (Unless otherwise stated, each modifier may only be taken once per spell) >Longshot [Runespace: 1, +2 Range, +1 ACC, Can be taken twice per spell. Cannot be taken on Melee-Form spells] Concentrated and dense, capable of surviving farther distances >Reactive [Runespace: 1, +1 Range, +1 PWR. Spell does not come into effect when cast, instead activating upon receiving a failed or successful enemy attack. Gain +2 DC (does not stack with other prepared spells) before the spell is cast.] The caster keeps this spell prepared as their enemies move, honing its potency until the monster presents themselves >Crescendo: [Runespace: 2, +3 PWR. Incompatible with Forte.] A grand surge of magic, far more potent than an unmodified spell >Forte: [Runespace: 1, +1 PWR. Can be taken a maximum of 5 times per spell. Incompatible with Crescendo.] A harmonizing melody of sigils, each inscription of it more potent than the last. >Imbue [Runspace: 1. Currently available imbuements: Ice, Fire, Earth, Haemomancy. Can only imbue one element per spell.] Allows the caster to imbue the chosen element into their spell, making it more effective against certain targets and granting bonus effects >Trickshot [Runespace: 1. You may change the casting point of your spell to any space within one space of your current position.] Allows the caster to distend their mana, allowing them to throw the spell as if they were standing elsewhere nearby >Barrage (Runespace: 3, -1 ACC; When you target an enemy with this spell, instead of rolling a single time, roll this spell's hit dice 3 times. For each successful hit, apply the effects of this spell with its PWR halved, rounding to the nearest integer. Non PWR based effects are not split, instead being applied if even a single hit of the barrage lands.) Trades in a single powerful attack for a hail of smaller assaults. Potentially devastating against enemies, but with no particular benefit to allies. >Cleave [Runespace: 3. Allows a spell to continue its trajectory if its target is killed by its effect] A spell sigil crafted by a mage tired of seeing their powerful offensive magic wasted on inferior vermin. >Scuttle [Runespace: 1; Allows you to split your MOV action between before and after this spell is cast.] A sigil developed for hit and run tactics, allowing the user to cast as they reposition. >Unstable [Runespace: -2; Whenever you cast a spell, roll 1d4 in addition to your other dice. Clarify in advance which die represents your Unstable check. If you roll a 1, your spell fails to cast.] Less a sigil than a method of shorthand, this modifier compresses a spell’s runespace in exchange for making it significantly less reliable. LOOT TABLES: CORESHARD DEPOSIT 1-5: 10-20 coreshards 6-10: 30-50 coreshards 11: 60-100 coreshards 12: casting focus 13: hieroshield ring 14: sigil (random type) 15: sigil (choose type) MOOK 1-10 (10-20 Coreshards) 11-12 (30-50 Coreshards) 13 (Sigil (effect) 14 (Sigil (form) 15 (Sigil (modifier) INTERMEDIATE MONSTER 1-5: 10-20 coreshards 6-10: 30-50 coreshards 11: 60-80 coreshards 12: Random Equipment/Random Sigil 13: sigil (effect) 14: sigil (form) 15: sigil (modifier) ELITE MONSTER 1-6: 20-30 Coreshards 7-10: 40-50 Coreshards 11: Random sigil [no choices to pick from] 12: Effect sigil 13: Form sigil 14: Modifier sigil 15: Sigil [Type of choice]