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Spirit Disciplines & Archetypes

Realm of Strife™ > Character Skills  > Spirit > Spirit Disciplines & Archetypes

To the untrained eye Spirit Powers may appear to be a wild and chaotic array of spells with no semblance of structure. However most Spirit Powers can actually be identified by an Archetype which governs the general form and function of a spell. These Spell Archetypes are then further categorized into five broader Disciplines.

Spirit Disciplines


Destruction

Destruction powers are typically single target direct-damage powers. Casting modifiers (i.e. Hit, Critical Cast, and Damage) typically apply directly, as their is only one target. If a Destruction power has any persistent effects, these can be dispelled as normal.
Critical Cast: Causes double damage, or if not directly inflicting damage then double the effects (where applicable) and/or double the resistance to its effects being dispelled.
Miscast: Spirit is consumed and power fails. If it was an instant power, no action power can be made for the remainder of the turn.

Devastation

Devastation powers are powers that either possess some element of area-of-effect direct-damage, or the ability to hit multiple targets. Regardless of the number of hit-rolls made, any damage modifiers are distributed evenly among all targets, using standard arithmetic rounding if required (i.e. a caster with +6 spirit damage uses a devastation power that inflicts damage in a 2″ radius area that hits 4 targets, would use a single hit roll and if successful divide the bonus damage evenly, so 6 divided by 4 equals 1.5, therefore 2 bonus damage to each target, before any critical hit multiplier). If a Devastation power has any persistent effects, these can be dispelled as normal.
Critical Cast: Causes double damage to all targets that the casting roll applies to, or if not directly inflicting damage then double the effects (where applicable) and/or double the resistance to its effects being dispelled.
Miscast: Spirit is consumed and power fails. If it was an instant power, no action power can be made for the remainder of the turn.

Conjuration

Conjuration powers always involve physically conjuring some kind of object to enact the desired effect. The following rules apply to Conjurations:

  • Only one of each conjuration power, from each School of Powers, can be active at any given time (i.e. if a caster has used Tier 3 Conjure Shadow Beast to conjure 3 shadow beasts onto the battlefield, then the caster CANNOT cast Conjure Shadow Beast again until the last of the 3 shadow beasts has been removed, however a Conjure Fire Elemental could theoretically still be cast)
  • Many conjuration powers require uninterrupted spell casting
  • When conjured entities attack or inflict damage/effects it is not affected by any of the casters modifiers
  • if the conjured entity does not possess modifiers of its own it can only crit on a natural 100
  • the Conjurer will lose control of all active conjurations (defined as: Minion, Familiar, and Sentinel conjurations) if at the start of their turn (or every hour out of combat) the sum of the Tiers of ALL Conjuration powers currently in effect exceeds the casters Intellect
  • Active conjurations that the caster has lost control of can be brought under control again by recasting the power that originally conjured them AND passing an Intellect vs. Initiative stat roll-off against the target

Critical Cast: Conjure one additional entity, or if not directly conjuring entities, then double the effects (where applicable) and/or double the resistance to its effects being dispelled.
Miscast: Spirit is consumed and power fails. If it was an instant power, no action power can be made for the remainder of the turn. Active conjurations only: conjuration still occurs but, the conjured entity and all others like it on the battlefield will either attack the caster, attack the nearest target, or leave the battlefield.

Fortification

Fortification powers are typically comprised of buffs or defensive powers that can be used for the benefit of the caster or his/her allies. They generally do not cause damage, though in some cases they can cause indirect damage, however they can still benefit from a critical cast and/or suffer a critical failure. Therefore ALWAYS roll a d100 to cast, even if a hit roll is not required. Most Fortification powers last for the duration of the battle, unless dispelled or consumed. Persistent effects caused by Fortification powers can be dispelled as normal.
Critical Cast: any persistent effects have twice as much resistance to being dispelled, except Shield and Healing powers which instead gain double the damage shielding or healing value respectively
Miscast: Spirit is consumed and power fails. If it was an instant power, no action power can be made for the remainder of the turn.

Alteration

Alteration powers are those which manipulate the properties of the Physical world, bending it to their will or imparting properties from the Spirit world into the Physical world. They generally do not cause damage, though in some cases they can cause indirect damage, however they can still benefit from a critical cast and/or suffer a critical failures. Therefore ALWAYS roll a d100 to cast, even if a hit roll is not required. Persistent effects caused by Alteration powers can be dispelled as normal (based on the level of the caster of the persistent effect)
Critical Cast: Causes double damage (where applicable), or if not directly inflicting damage then double the effects (where applicable) and/or double the resistance to its effects being dispelled.
Miscast: Spirit is consumed and power fails. If it was an instant power, no action power can be made for the remainder of the turn.

Spell Archetypes