Revisiting Spell Law: Spell Casting Mechanics Pt. 2 Essence

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Now that we’ve laid the theoretical groundwork in Pt. 1 I wanted to explore each realm in a bit more detail. Since the original Spell Law, Essence has included the traditional spells established by D&D: fireballs, teleports, sleep, charm, fly etc and most of the general accepted “rules” of Magic-User spells.

  1. Casting Time. Spells take 1-3 rounds to cast.
  2. Metal armor interferes with Essence.
  3. Spells require a verbal and hand gesture component.
  4. Spell Powers. Spells cover a very broad range of power but exclude healing and most “animist” style spells.