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Can someone in MyGo stay in an adventure group forever?
Author: Xiaozhuyu
Summary:
Having just stepped out of the college entrance examination hall, he was turned into a hero fragment and transported to the world of a girls' band.
Hehe, it seems the prepared song list has finally come in handy. As a master in the world of girl bands, Koshimura Sawa is determined to beat Roselia and RAS, sweep through the Tokyo Dome Kohaku Uta Gassen, and dominate the girl band scene!
Why did Chihaya Aine grow horns on her head?
What does it mean that RiNG has become an adventurer's guild?
What does it mean that bands have all turned into adventure groups?
Oh? So you all know magic?
What did I come here for? Is this still a girl band anime?
In a world filled with crisis and gravity, Koshimura Sawa still struggles to crawl forward...
Takamatsu: Can we form an adventure team for a lifetime?
Chihaya Aine: Don't touch my tail!
Toyokawa Shoko: Um, could I borrow some money to copy a paper...?
Nagasaki Motoyo: Kulai Xiku is a great adventure team, I've decided to bring my talents to Mygo.
Wakaba Mutsumi: Teacher, one of me is enough...
Wait, don't come any closer!
DND (Dungeons & Dragons)
Dungeons & Dragons is a tabletop role-playing game developed by TSR. It is a narrative role-playing game with a sword and sorcery fantasy background. The first version was released in 1974 and laid the foundation for the modern TRPG.
Similar to childhood role-playing games, D&D relies on the player's boundless imagination. All you need to do is describe a scene like a towering castle under a stormy night sky. Then imagine how the adventurers in this fantasy world will meet the challenges that are about to come.
Unlike casual pretend games, D&D establishes a set of rules for the adventure story, which determine the outcomes of the adventurers' actions. Players roll dice to decide whether their attacks will hit enemies, whether adventurers can climb cliffs, dodge magical lightning, or complete other dangerous tasks. Anything is possible, but Lady Luck always favors the more certain approach.
In Dungeons & Dragons, each player creates an adventurer character. These characters then form a team and work together to explore dark dungeons, the ruins of ancient cities, haunted castles, lost temples in deep forests, or lava-filled caves. Adventurers may need to solve puzzles, interact with other characters, fight monsters in a fantasy world, and search for amazing magical items and treasures.
In addition, one of the players must act as the Dungeon Master (DM), serving as both the game's referee and the storyteller. The characters choose how to overcome obstacles and where to go within the adventure scenarios written by the DM. The DM first vividly describes the scenes the players encounter, and then the players decide how their adventurers should proceed.
Next, the DM will determine the outcome of the adventurers' actions and then describe the adventurers' experiences based on the results. Because the DM can adapt to the players' actions, D&D offers unlimited flexibility. This makes each adventure unique and exciting.
The game has no true ending. As one story or quest concludes, another legend begins. This continuous adventure is called a campaign. Many players' campaigns can last for months or even years, with them gathering weekly with friends to continue the previous week's adventure. Adventurers grow stronger as the campaign progresses. Every monster defeated, every completed adventure, and every treasure acquired not only keeps the campaign going but also grants adventurers new abilities. This increase in power is represented by the adventurer's level system.
Unlike typical Dungeons & Dragons games, there is no concept of winning or losing. The epic tales of brave adventurers overcoming hardships are written by the DM (Dungeon Master) and the players. Sometimes adventurers are defeated by ferocious monsters or killed by vicious enemies, leading to tragic ends. Even so, other adventurers can revive their fallen companions by seeking out powerful magic. Players can also create a new character to continue the adventure. A party may fail, but as long as every member has a good time and creates memorable stories, everyone wins.
Dungeons & Dragons had a huge influence on tabletop role-playing games (TRPGs) and can be considered the ancestor of role-playing games.
Many later games of the same type were influenced by its rules.
There are many computer role-playing games based on D&D rules, among which the most influential are the works of Blacksmith Studios, including the Baldur's Gate series, Planescape: Torment, Neverwinter Nights, and Icewind Dale series.
DND历经多个版本,本书以5E(2014版)规则为主,较少引用3R或5R(2024版)中的规则。
Spell-related settings
I. What is a spell?
A spell is an independent magical effect, a process of reshaping the magical energy permeating the multiverse and finally manifesting it in a specific area in a specific way. When casting a spell, the caster carefully stirs up the invisible yet omnipresent primal magic, weaves it into shape, and makes it vibrate and circulate in a specific way before releasing it to achieve the desired effect—all of which usually happens in just a few seconds.
Spells can serve as convenient tools, weapons, or protective barriers. They can create or heal damage, generate or eliminate specific statuses, and even draw upon or imbue life force.
II. Spell Level
Each spell belongs to one of the ranks from 0 to 9.
The spell's ring roughly indicates its strength. Low-level (but still magical) spells include the 1st-ring spell "Magic Missile," while high-level spells include the earth-shattering 9th-ring spell "Wish."
Zero-ring spells, also known as magic tricks, are powerful spells so simple that they can be cast almost entirely by chanting.
When casting a high-level spell, the caster must also have a high caster level.
The spell's ring order is not simply equivalent to the character's level. Each spellcasting class specifies when a particular ring order spell can be used.
Level 1: 1th Ring Spell.
Level 3: 2th Ring Spell.
Level 5: 3th Ring Spell.
Level 7: 4th Ring Spell.
Level 9: 5th Ring Spell.
Level 11: 6th Ring Spell.
Level 13: 7th Ring Spell.
Level 15: 8th Ring Spell.
Level 17: 9th Ring Spell.
Spellcasting requirements: The primary attribute must be 10+ spell ring rank. For example, a mage needs 13+ intelligence to cast a third-ring spell.
III. Known and Prepared Spells
Before a spell can be used, the caster must first inscribe the spell into their mind or store the power of the spell in a magical object.
Some professions (such as bards and sorcerers) have only a limited list of known spells, but these spells can be kept in their consciousness indefinitely.
The same pattern applies to many monsters that use magic. Other spellcasters (such as priests and mages) need to go through a preparation process for their spells first.
The program varies for each profession, and the specific details will be explained in the corresponding profession description.
In any case, the number of spells a spellcaster can memorize is limited, and the number increases with the character's level.
IV. Spell Slots
Spellcasting is a burden. No matter how many spells a spellcaster knows or has prepared, he can only cast a limited number of spells and then needs to rest to recover his spellcasting ability.
Spell slots are the primary way to measure a spellcaster's magical power. Each spellcasting class indicates the number of spell slots of each ring that a character has at a specific level. For example, a level 3 mage has four first-ring spell slots and two second-ring spell slots.
When you cast a spell, you need to consume a spell slot of the same or higher order as the spell, which is equivalent to "filling" the spell slot with the spell.
You can think of spell slots as grooves of specific sizes. First-order spell slots are small grooves, and the higher the order of the spell slot, the larger it is. First-order spells can be placed in spell slots of any size, but second-order spells can only be placed in spell slots that are at least second-order in size.
Therefore, when a level 3 mage casts the first-circle spell Magic Missile, it consumes one of the four first-circle spell slots, leaving three first-circle spell slots remaining.
You will regain all your consumed spell slots when you complete a long break.
V. Casting Without Slots
Here are some casting methods that do not consume spell slots:
1. Cantrips (magic tricks).
No spell slot is needed to perform magic tricks.
2. Rituals.
Some spells have the "Ritual" tag in their casting time entries. These spells can be cast as a ritual in addition to being cast as usual.
The ritual version of a spell takes 10 minutes longer to cast than its normal version, but does not consume a spell slot.
In order to perform a spell as a ritual, the caster must prepare the spell.
3. Special Abilities.
Some characters and monsters possess abilities that allow them to cast spells without needing spell slots (spell-like abilities). Examples include the monks of the Four Symbols sect, sorcerers who have chosen specific magical invocations, and the demon tamers of the Nine Hells.
This type of spellcasting usually has other limitations, such as the spell being able to be cast a limited number of times per day.
4. Magic Items.
Spell scrolls and certain other magical items contain spells that do not require a spell slot to cast.
IV. Using a Higher-Level Spell Slot
When a caster uses a spell slot of a higher order than the spell itself, the spell is treated as a higher-order spell.
For example, if a mage casts the spell Magic Missile using their second-circle spell slot, then Magic Missile is a second-circle spell. Figuratively, this means the spell amplifies its effect to match the spell slot the caster allocated to it.
Some spells (such as Magic Missile and Cure Wounds) have a stronger effect when cast at a higher rank, and the details are explained in the respective spell descriptions.
V. School of Magic
The various magic schools divided all kinds of spells into eight categories, which are called Schools of Magic.
Each spell belongs to a school of magic.
Scholars, especially mages, would categorize all spells in this way and believe that all spells essentially work in the same way, regardless of whether they come from careful study or from divine grace.
The classification of schools of spells can supplement the description of spells. They themselves do not come with any rules, but other rules may be related to them.
Typical effects of a school of thought:
Abjuration. The essence of protective spells is protection, but some also have offensive uses. They can create barriers, negate harmful effects, harm intruders, or banish creatures to other planes of existence.
Conjuration. Conjuration spells involve teleporting objects and creatures from one place to another. Some spells summon creatures or objects to the caster's side, while others teleport the caster to another location. Some conjurations can also create objects or effects out of thin air.
Divination. Divination spells reveal information, which can take the form of lost secrets, visions of the future, the location of hidden treasures, the truth behind illusions, or unusual phenomena from distant people or regions.
Enchantment. Enchantment spells influence the mind of others, altering or controlling their behavior. These spells may cause enemies to see the caster as a friend, force creatures to perform specific actions, or even manipulate other creatures like puppets.
Evocation. Evocation spells shape magical energy into desired effects. Some summon flames or lightning. Others channel positive energy to heal wounds.
Illusion. Illusion spells can manipulate the senses or mind of others. They can make people see things that don't exist, or make them unable to see things that don't exist, and can also cause auditory hallucinations or memories of things that never actually happened. Some illusions are visible to anyone, while the most insidious and hidden illusions can directly implant images into the mind of a being.
Necromancy. Necromantic magic manipulates the energies of life and death. These spells can grant additional life force, draw life energy from others, create undead creatures, or even resurrect the dead.
Creating undead creatures using necromancy (such as animate dead) is not a benevolent act; only evil spellcasters would use such spells.
Transmutation. Transmutation spells alter the properties of creatures, objects, or the environment. They may turn enemies into harmless creatures, enhance the power of allies, bring objects to life and make them obey the caster's commands, or enhance a creature's natural healing abilities to rapidly recover from injuries.
VI. Casting Time
Most spells are counted as one action in terms of casting time, while some spells require an additional action, a reaction, or a longer casting time.
Bonus Action
Spells cast with a bonus action are exceptionally fast. You can cast this spell with a bonus action during your turn, provided you haven't performed any bonus actions during that turn. In the same turn you cast a spell with a bonus action, you can only cast tricks with a cast time of 1, and no other spells.
Reaction
Some spells can be cast as a reaction. These spells typically take only a fraction of a second to cast, and can therefore be used to respond to events. If a spell can be cast as a reaction, its detailed description will clearly state in what situations you can use it as a reaction.
Longer Casting Times
Some spells (including ritual spells) take minutes or even hours to cast. When the casting time of a spell exceeds one action or one reaction, you must cast the spell with your actions in every turn during its casting period, while also maintaining focus.
If you lose focus, the spell fails, but you will not consume a spell slot.
If you wish to cast the spell again, you must restart the casting process.
VI. Casting Range
A spell's target must be within the spell's casting range. For spells like [Magic Missile], the target is a living being. For spells like [Fireball], the target is the point in space where the fireball explodes.
The casting range of most spells is measured in feet.
Some spells can only target creatures within your reach (including yourself).
Some spells only affect the caster (such as the shield spell), and the casting range of these spells is the caster himself.
A spell that creates a cone-shaped or line-shaped effect originating from you will have its casting range counted as itself, meaning that the source of the spell's effect must be you.
Once a spell is cast, its effect is no longer limited by the casting distance, unless otherwise stated in the spell description.
VII. Spell Components
Spell components are the physical conditions that must be met for a spellcaster to perform the spell.
Each spell's description specifies whether it requires verbal (V), somatic (S), or material (M) components. A spellcaster can only cast a spell if all its component requirements are met.
1. Verbal (V)
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