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Touch Spells and Abilities: Difference between revisions

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Some spells and abilities have a range of "touch". This page explains how these effects work, with everyone's comfort in mind.


{| class="wikitable" style="background-color: #ECE2FF"
Touch range traditionally meant making physical contact with the intended recipient. However, consent is important, and the following rules clarify how touch effects work without requiring actual contact.
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| '''Delivering Touch Effects Safely'''


Where the intended recipient of the effect can see you, "hover hands" (holding your hand within 6 inches / 15cm without making contact) is preferable. Only make physical contact if there are no alternatives, and be considerate of where you are putting your hands.
== Offensive Touch Spells and Abilities==


We will always ask monsters who have touch attacks or abilities to deliver these effects using a dagger or similar sized physrep.
Offensive touch spells with a range of touch, such as Wounding and Paralysis, are a general exception to the rule that spells occur at the end of the vocals, as follows:
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== Touch Spells ==
'''Delivering the effect:'''
* Offensive touch effects must be delivered with a suitable physrep up to dagger length (e.g. a dagger or wand).
* No physical contact is required or expected.
* As with all weapon attacks, the effect occurs at the moment the caster makes the call. If the physrep misses or is blocked, the effect fails and any associated resources are spent.


Offensive touch spells (combat spells with a range of touch) such as [[Wounding]] and [[Paralysis]] are a general exception to the rule that spells occur at the end of the vocals, as follows:
'''Holding the effect:'''
* Some spells or effects have a hold period. On completing the vocals, the caster may "hold" the effect for up to 15 seconds to get into position.
* If the caster does not deliver the effect within those 15 seconds, the effect is wasted (along with any associated resources).
* If the caster casts any other spell or uses any other skill during this time (e.g. to counter another spell), the held effect is immediately lost and any associated resources are spent.


:* On completing the vocals of such a spell, the caster may "hold" the spell in their hand for up to '''15 seconds''', to get into position to deliver the attack.
== Non-Damaging Touch Effects ==
:* They complete the spell by touching their target, accompanied with the spell's effect or damage call.

:* If the caster does not deliver the effect within those '''15 seconds''', the spell is wasted (along with the magic points).
Certain skills allow characters to deliver non-damaging effects through touch (such as Ranger's Mundane Sleep).
:* If the caster casts any other spells or uses any other skills during this time (such as to counter another spell), the "held" spell is immediately dropped and the magic points are spent.

* The target must be aware of the character at the moment of delivery. If approaching from behind or out of the target's line of sight, the character must first get the target's attention (e.g. by calling out, or moving into their field of view).
:* As with all touch or weapon attacks, the spell occurs at the moment the caster says the call. If, at that time, the touch misses or is prevented from making contact with its target, the attack fails and the magic points are spent.
:* Touch spells may be countered at any point in the window between the vocals and the call, as well as immediately after the call.
* The character should hold their hand within 6 inches (15cm) of the target and make the call. No physical contact is required or expected; if contact is made, it should only be on the arm.
* If the target moves out of range before the call is made, the effect fails and any associated resources are spent.


== Healing and Surgery ==
== Healing and Surgery ==


* The caster must hover their hand within 6 inches (15cm) of the injured area and chant continuously to administer healing. No physical contact is required or expected.
:* The caster must hover their hand within '''6 inches (15cm)''' of the injured area and chant continuously to administer healing. No physical contact is required or expected.


{| class="wikitable" id="Uses, Charges and Magic Points" style="background-color: #ECE2FF"
{| class="wikitable" style="background-color: #ECE2FF"
|-
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|'''Hands-On Healing:'''
| '''Hands-On Healing'''

Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent, players may make physical contact during healing or surgery roleplay (e.g. holding a hand on the injured area, or roleplaying bandaging a wound). Consent should be confirmed before contact is made.
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent, players may make physical contact during healing or surgery roleplay (such as holding a hand on the injured area, or roleplaying bandaging a wound). Consent should be confirmed before contact is made.
|}
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To simulate grappling, three characters must place their hands on (or over) a target character's arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.
To simulate grappling, three characters must place their hands on (or over) a target character's arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.


Special grappling rules apply to characters with the damage call [[#Strength|Strength]].
Special grappling rules apply to characters with the damage call [[Calls#Strength|Strength]].

{| class="wikitable" style="background-color: #ECE2FF"
|-
| '''Friendly Grappling'''


{| class="wikitable" id="Uses, Charges and Magic Points" style="background-color: #ECE2FF"
|-
|'''Friendly Grappling:'''
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is never permitted in any battle or skirmish, even between consenting participants.
Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is never permitted in any battle or skirmish, even between consenting participants.
|}
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== Countering and Resisting ==
== Countering and Resisting ==


* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.
:* Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.
* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as [[Iron Body]]).
:* Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as [[Iron Body]]).


== Touch Effects as Weapon ==
== Touch Effects with Weapons ==


When calling an effect which is usually a touch effect with a weapon (e.g. calling Fumble with a sword blow), the effect's usual range does not apply.
When calling an effect which is usually a touch effect with a weapon (such as calling Fumble with a sword blow), the effect's usual range does not apply.


* The effect call only works if the blow lands on its target.
:* The effect call only works if the blow lands on its target.
* If the call normally targets a person, parrying the blow prevents the effect.
:* If the call normally targets a person, parrying the blow prevents the effect.
* If the call normally targets an object, parrying the blow inflicts the effect on the parrying weapon.
:* If the call normally targets an object, parrying the blow inflicts the effect on the parrying weapon.
* If the call fails (misses or is blocked), any associated resources are still spent.
:* If the call fails (misses or is blocked), any associated resources are still spent.
* Effect calls work even if the damage is stopped by the target's armour.
:* Effect calls work even if the damage is stopped by the target's armour.
* An effect given with a touch or weapon attack only affects the target struck, even if the call would normally apply to multiple targets (e.g. Flare).
:* An effect given with a touch or weapon attack only affects the target struck, even if the call would normally apply to multiple targets (such as [[Flare]]).


Special rules apply to [[#Poisons and Diseases|poison calls]].
Special rules apply to [[Calls#Poisons and Diseases|poison calls]].

Latest revision as of 19:46, 1 April 2026

Some spells and abilities have a range of "touch". This page explains how these effects work, with everyone's comfort in mind.

Delivering Touch Effects Safely

Where the intended recipient of the effect can see you, "hover hands" (holding your hand within 6 inches / 15cm without making contact) is preferable. Only make physical contact if there are no alternatives, and be considerate of where you are putting your hands.

We will always ask monsters who have touch attacks or abilities to deliver these effects using a dagger or similar sized physrep.

Touch Spells

Offensive touch spells (combat spells with a range of touch) such as Wounding and Paralysis are a general exception to the rule that spells occur at the end of the vocals, as follows:

  • On completing the vocals of such a spell, the caster may "hold" the spell in their hand for up to 15 seconds, to get into position to deliver the attack.
  • They complete the spell by touching their target, accompanied with the spell's effect or damage call.
  • If the caster does not deliver the effect within those 15 seconds, the spell is wasted (along with the magic points).
  • If the caster casts any other spells or uses any other skills during this time (such as to counter another spell), the "held" spell is immediately dropped and the magic points are spent.
  • As with all touch or weapon attacks, the spell occurs at the moment the caster says the call. If, at that time, the touch misses or is prevented from making contact with its target, the attack fails and the magic points are spent.
  • Touch spells may be countered at any point in the window between the vocals and the call, as well as immediately after the call.

Healing and Surgery

  • The caster must hover their hand within 6 inches (15cm) of the injured area and chant continuously to administer healing. No physical contact is required or expected.
Hands-On Healing

Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent, players may make physical contact during healing or surgery roleplay (such as holding a hand on the injured area, or roleplaying bandaging a wound). Consent should be confirmed before contact is made.

Grappling

In most circumstances, real-life grappling, wrestling or manhandling is strictly forbidden at Curious Pastimes events.

To simulate grappling, three characters must place their hands on (or over) a target character's arms or shoulders and declare that they are grappling them. A grappled character must willingly accompany their grapplers where taken, even if asleep or mortally wounded. A conscious character may roleplay ineffectually struggling if appropriate, but may not physically resist in any way.

Special grappling rules apply to characters with the damage call Strength.

Friendly Grappling

Curious Pastimes understands that some players feel that a degree of contact enhances their immersion. Provided all participants give their explicit, mutual consent and no-one else is close enough to be impacted, players may engage in safe, restrained physical grappling. Physical grappling is never permitted in any battle or skirmish, even between consenting participants.

Countering and Resisting

  • Touch spells may be countered at any point between the vocals and the call, as well as immediately after the call.
  • Mundane touch effects cannot be countered magically, but may be resisted by appropriate defensive abilities (such as Iron Body).

Touch Effects with Weapons

When calling an effect which is usually a touch effect with a weapon (such as calling Fumble with a sword blow), the effect's usual range does not apply.

  • The effect call only works if the blow lands on its target.
  • If the call normally targets a person, parrying the blow prevents the effect.
  • If the call normally targets an object, parrying the blow inflicts the effect on the parrying weapon.
  • If the call fails (misses or is blocked), any associated resources are still spent.
  • Effect calls work even if the damage is stopped by the target's armour.
  • An effect given with a touch or weapon attack only affects the target struck, even if the call would normally apply to multiple targets (such as Flare).

Special rules apply to poison calls.