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.
Idiom description.
This block serves as a visual reference.
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.
Here is a comprehensive list of all available Damage Types :
If the final result of this roll is equal to or above the AC, the attack successfully hits.
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.
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.
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.
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.
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 :
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.
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.
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.
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.
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 !!
AoE
length
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
Verbal Input
Most idioms need verbal input in order to be cast. Such idioms cannot be used if the caster cannot speak.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.
by Gurlu
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.







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