Idiom Logistics

Idioms contain a multitude of different parameters, defining elements such as their name, effects, range, damage or resource used. This article is meant to explain these details, and elaborate on how idioms can be cast and used in the context of gameplay.
  The following block showcases the interface of a complex example idiom. Most elements can be hovered on (or tapped and held on phone) to display a tooltip, explaining briefly the meaning of the element.
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Idiom Example

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Exemple d'idiome

Showcase Flux
Nuance

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Idiom description.
This block serves as a visual reference.

POINT

This idiom needs this requirement to be able to target successfully, like line of sight.

Moderate
Gradation
Effect
Critical Failure
The attack fails badly !
Failure
The attack fails...
Partial Failure
The attack fails, but not entirely !
Partial Success
The attack succeeds, but not entirely !
Success
The attack succeeds !
Critical Success
The attacks succeeds greatly !!
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Strong
Gradation
Effect
Critical Failure
The save fails badly !
Failure
The save fails...
Partial Failure
The save fails, but not entirely !
Partial Success
The save succeeds, but not entirely !
Success
The save succeeds !
Critical Success
The save succeeds greatly !!
Far ( 30 m / 100 ft )
AoE
Small ( 2 m / 6 ft )
length
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1 minute
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2 minutes
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5 minutes
Cost
Effect
5 (+1)
When upcasted by 1 above base cost, this idiom has this additional effect.
6 (+2)
When upcasted by 2 above base cost, this idiom has this additional effect.
7 (+3)
When upcasted by 3 above base cost, this idiom has this additional effect.
8 (+4)
When upcasted by 4 above base cost, this idiom has this additional effect.
9 (+5)
When upcasted by 5 above base cost, this idiom has this additional effect.
10 (+6)
When upcasted by 6 above base cost, this idiom has this additional effect.


 

Header

The header contains the main information and lore elements of the idiom.

Name

The big golden title on top of an idiom is its name in English. The name of an idiom describes its usage, manifestation or technique.
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Translated Name

The golden title underneath an idiom's title is its name in French. This translation has no lore implication and is present for legacy purposes.

Verb & Noun

Underneath the titles of the idiom are the Verb and Noun used to cast the idiom. The noun describes the energy used, while the verb describes how this energy is manifested.
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Wild

An idiom can use a Wild Verb, an unconventional manifestation specific to a given Noun. This has no effect mechanically.
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Sigil

The unique sigil of an idiom is the combination of the sigil of its Verb and the sigil of its Noun. While this has no effect mechanically, sigils are often used to represent an idiom and facilitate its casting.

Nuance

Next to the Verb and Noun is the Nuance associated with the idiom: a subdiscipline associated with its Noun.


 

Resources

Idioms need a variety of different resources in order to be used. They are represented in the top right of the block.
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Action

Idioms cost time in order to be cast, and Actions are resources representing this time. Idiom can cost between 0 and 3 actions to be cast, each action representing 2 seconds of time inside a single 6 second turn.
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Reaction

Idioms can cost a Reaction instead of Actions. Reactions are a resource used to react to a trigger, even outside their turn. For example, some idioms can protect the caster from attacks, reacting to an upcoming enemy action. The trigger of a given idiom is elaborated in their description.
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Flux Cost

Idioms cost Flux in order to be cast. An idiom's cost in Flux varies between 0 and 10. Weaker idioms cost less Flux, while stronger ones cost more. The initial Flux Cost of an idiom also influences the amount of Expertise needed in order to learn them.
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Hands

Idioms usually need somatic input in order to be cast. Whether it's complex gestures or releasing Flux through an appendage, Hand points represent the amount of hands needed to concentrate and cast the idiom. An idiom costs between 0 and 2 Hands.
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Ritual

Some idioms are rituals : they cannot be unleashed in a single turn, as they need more than 3 Actions (6 seconds) to be cast. If an idiom is a ritual only, the casting time is showcased instead of Actions or Reactions. An idiom cast as a ritual needs to be Maintained for the entirety of its needed casting duration in order to be successful.
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Out of combat Ritual

Some idioms can be cast both inside and outside of combat. When cast in a single turn, the idiom expands its Action, Hands and Flux Cost as normal. When cast outside of combat, the idiom only needs to be Maintained for the entirety of its needed casting duration in order to be successful.

Ritual Casting Time

When an idiom can be cast as a ritual outside of combat, its corresponding ritual casting time is displayed next to the other durations, underneath the idiom's range.


 

Specifications

Some idioms have specifications in their usage that can define if and how they can be used depending on the situation. They are displayed as icons underneath the resources.
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Verbal Input

Most idioms need verbal input in order to be cast. Such idioms cannot be used if the caster cannot speak.
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Maintaining

Some idioms can be manually maintained to extend their duration outside the turn they were cast on. The caster automatically and immediately starts maintaining spells that can be maintained, unless it has not enough Hand Points to do so. If the caster stops maintaining an idiom, whether manually or forcefully because of a special effect, the idiom's effects end immediately.

When maintaining an idiom on the next turn, the caster automatically consumes Hand points equivalent to the number of Hand points needed to use the idiom. For example, if a maintained idiom costing 1 Hand point is cast, the caster will immediately lose 1 Hand point on each of their following turns until the idiom stops being maintained.

An entity can maintain an indefinite amount of idioms, so long as it has enough Hand points to do so.

Maintaining Duration

If an idiom can be maintained, it usually has a maximum maintaining duration. It can be found next to the other durations, underneath the idiom's range.

Velocity

Idioms can travel to their target in 3 different ways, influencing if and how they can be interacted with.
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Paced

The idiom is a projectile that travels in space and time. As a result, the idiom can be reacted to or countered by some abilities or other idioms.
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Manifested

The idiom is not a projectile and does not travel in space. It instead manifests onto a given target without having to travel. Such idiom can be reacted to, but not countered.
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Instantaneous

The idiom is not a projectile and reaches its target immediately. Such idioms cannot be reacted to nor countered once they are cast.


 

Corpus

The corpus is the main part of the idiom, displayed underneath the header, resources and specifications.

Description

The main paragraph describing what the idiom is, how it manifests, its effects, with all the details and rules it follows in its usage.

Targetting

An idiom can have specific conditions and limitations on what it can target. These elements are described underneath the descrption. The following table describe the main elements idioms can target.
Target Description
Entity The idiom targets a creature.
Self The idiom targets the caster itself.
Item The idiom targets a non-living item.
Point The idiom targets a given point in space.
Thing The idiom can target a creature or a non-living item.

Target Requirement

On top of the previous elements, an idiom can require additional conditions in order to be cast. The paragraph next to the main target element describes these additional conditions, like required line of sight with the target, or only being able to target allies.


 

Rolls

Most idioms will require the user to do dice rolls in order to determine if they can hit their target. These rolls are described underneath the corpus.

Damage Type

Some idioms will inflict damage on the target they are aiming at. Along with a corresponding severity, this damage also comes with a Damage Type. Some entities have vulnerabilities, resistances or immunities related to specific Damage Types.

Here is a comprehensive list of all available Damage Types :

Bludgeoning Piercing Slashing Force Sonic Flux Fire Frost Electric Toxic Acid Psychic Radiant Necrotic Essence Existence

Roll Type

There are two types of dice rolls idioms can impose :

Attack Roll

When the caster attempts to attack a target, it makes an Attack Roll against the target's Armor Class (AC) to determine if the attack is successful or not.
  If the final result of this roll is equal to or above the AC, the attack successfully hits.

Saving Throw

When an entity attempts to avoid or reduce the effects of an idiom, it attempts a Saving Throw. To do so, it rolls against a Save Difficulty Class (save DC), determined by the idiom and the caster.
  An Ability is given along a saving throw, defining what type of harm the entity tries to avoid. If the final result of this roll is equal to or above the save DC, the effect is cancelled or reduced, depending on the degree of success.

Damage Tick

Damage Ticks are rough indicators of damage severity.
  In order to avoid raw value balancing, which was out of scope for Linguomancy's mechanics, Damage Ticks instead define an estimated range of damage. This range of damage describes a minimum and maximum value. By rolling one or multiple undefined dice, the mathematic expected damage value of the rolls should then fall inside this range.
  For example, an attack of Low Damage has a range of 4 to 8. Regardless of what dice used and how many are rolled, the weighted average of the rolls should fall in between 4 and 8 HP of damage inflicted.
Damage Tick Range of Expected damage value
Tiny 1 - 4
Low 4 - 8
Moderate 8 - 12
Strong 12 - 16
High 16- 20
Major 20 - 30
Severe 30 - 40
Huge 40 - 50
Massive 50 - 60
Extreme 60 - 100
Ultimate 100 - 250 or above

Healing Tick

Healing Ticks are rough indicators of the efficiency of restoration.
  In order to avoid raw value balancing, which was out of scope for Linguomancy's mechanics, Healing Ticks instead define an estimated range of HP restoration. This range describes a minimum and maximum value. By rolling one or multiple undefined dice, the mathematic expected healing value of the rolls should then fall inside this range.
  For example, an attack of Low Healing has a range of 4 to 8. Regardless of what dice used and how many are rolled, the weighted average of the rolls should fall in between 4 and 8 HP restored.
Healing Tick Range of Expected restoration value Additional Effect
Tiny 1 - 4 -
Low 4 - 8 -
Moderate 8 - 15 -
Strong 15 - 30 -
Small Mending 30- 40 Mends small body parts back.
Greater Mending 40 - 50 Mends one limb back.
Small Regrowth 50 - 70 Regrow one small body part.
Greater Regrowth 70 - 100 Regrow one limb.
Multiple Regrowth 100 - 1000 Regrow multiple limbs.
Complete Full restoration. Regrow all limbs.
Resurrection Precised in the idioms's description. The target comes back to life.

Degrees of Success

The final result of a dice roll determines the intensity of success or failure.
  This is called a Degree of Success (DoS). It is defined by the difference between the original DC and the final result of a roll.
 
DoS Condition Consequence
Critical Failure The roll's final results meets or is under the DC by 10 or less. The action fails miserably, a detrimental effect happening alongside it.
Failure The roll's final result is under the DC by 4 or less. The action fails.
Partial Failure The roll's final result is under the DC by 3 or 2. The action fails, but not in its entirety.
Partial Success The roll's final result is under the DC by 1. The action succeeds, but not in its entirety.
Success The roll's final result meets or exceeds the DC. The action succeeds.
Critical Success The roll's final results meets or exceeds the DC by 10 or more. The action succeeds greatly, a positive effect happening alongside it. Attack Rolls inflict a Critical Hit.


 

Metrics

Finally, at the bottom of the dice rolls, are the metrics of an idiom, describing its numerical statistics.

Range

Idioms all have a specific range, defining how far the caster can be from their target. Most idioms have a numerical distance value tied to their range, but some idioms have a non-numerical value instead. They are described as followed :
Non-numerical Range Description
Self The range of the idiom is limited to the caster itself.
Sight The range of the idiom is unlimited, the target only needs to be both visible and in line of sight with the caster.
World The idiom can target anything on the planet the caster currently resides on.
Plane The idiom can target anything on the plane of existence or universe the caster currently resides in.
Multiverse The idiom can target anything, in any universe or plane.

Area of Effect

Some idioms have a definite Area of Effect (AoE) : a zone in which their influence takes place, and their effects are applied to all the valid targets inside. Every AoE has a point of origin, a location from which the idiom’s influence erupts. Some idioms have their point of origin as a point in space, while some can be a specific entity or item instead, for example. In that case, the entity acting as the point of origin can be included or excluded in the AoE depending on the caster's choice.
  An idiom’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the AoE, that location isn’t included in the spell’s area, and any entity within it is covered from its influence, so long as it provides total cover.
  The following table describes all 5 shapes possible for idiom's AoE :
AoE's Shape
Description Location of the Point of Origin Dimensions
Sphere The idiom affects everything in a sphere. At the center of the sphere. Expressed with a radius.
Cube The idiom affects everything in a cube. At the center of the lowest face of the cube. Expressed as the length of each side.
Cylinder The idiom affects everything in a cylinder. At the center of a circle that must either be on the ground or at the height of the idiom's effect. The effect in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The idiom’s effect then shoots up from the base or down from the top. Expressed with the radius of the circle base, and the height of the cylinder.
Cone The idiom affects everything in a cone extending in a direction from its point of origin. At the point end of the cone. Expressed with a length. The maximum width of a cone is equal to its length, forming a 90° triangle.
Line The idiom affects everything in a straight path extending in a direction from its point of origin. At the beginning of the straight path. The effects in a line expands first from the point of origin to the width, then erupts forward in straight lines on the length. Expressed by the length and width of the path.

Duration

An idiom can have a given duration, indicating how long its effect lasts on the target. It can be found next to the other durations, underneath the idiom's range.

If the idiom can be maintained, it's maximum maintaining duration is also displayed in this section.

Likewise, if the idiom can be cast as a ritual outside of combat, its corresponding ritual casting time is displayed in this section.

Upcasting

Idioms can be upcast in order to increase their power. This is done by spending Flux above their base cost. The intensity of an idiom increases for each Flux point spent above the base cost. The additional effects of an upcast idiom are specified at the bottom of its details.

An entity cannot upcast its idioms above both its given Noun's Expertise and Wordsmithing Level. For example, if an entity has an Expertise of 6 in the Noun of Fire, it cannot upcast any of its Fire idioms so that their final cost exceeds 6. Likewise, an idiom cannot be upcast above a final cost of 10.

Articles under Idiom Logistics



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