Difference between revisions of "Magick"
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− | + | {{Note|For the legacy magick system, see [[Legacy_Magick]].}} | |
− | + | Magick in Amar RPG is a powerful and complex force. Spells are unique possessions - each spell exists as a specific instance of Magick that a character owns, and can be given to others through rituals. | |
− | + | == The Spell System == | |
− | + | Each spell is described with specific properties that define how it works: | |
− | + | ;Name | |
+ | : The spell's name | ||
− | + | ;Encumbrance | |
+ | : The magical "weight" of the spell - how much it burdens the caster's mind | ||
− | + | ;Cooldown | |
+ | : How long before the spell can be cast again after use | ||
− | + | ;Casting Requirements | |
− | + | : '''Casting Time (CT)''': How long it takes to cast | |
+ | : '''Active/Passive (A/P)''': Whether the caster must actively focus on the spell while it lasts | ||
+ | : '''Restrictions''': Special conditions (e.g., "Can only be cast at midnight") | ||
+ | : '''DR(s)''': Difficulty Rating(s) - can require multiple skill rolls | ||
− | + | ;Cost | |
+ | : What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc. | ||
− | + | ;Attributes | |
+ | : '''Distance''': Range (fixed or flexible - modified by Range skill under SPIRIT → Casting) | ||
+ | : '''Duration''': How long effects last (fixed or flexible - modified by Duration skill) | ||
+ | : '''Weight/Targets/AoE''': Number of targets or area affected (fixed or flexible - modified by Weight, Number of Targets, or Area of Effect skills) | ||
− | + | ;Effects | |
+ | : The actual effects of the spell | ||
− | + | ;Transfer Requirements | |
+ | : '''Receiving''': What the recipient needs in order to receive this spell | ||
+ | : '''Giving''': What the giver must do to transfer the spell (ritual duration, etc.) | ||
− | == | + | == Spell Ownership and Transfer == |
− | + | Spells are owned by individual magicians. Key principles: | |
− | + | * Each spell is '''given to a magician''' who then owns it | |
+ | * A spell owned can be '''given to another''' through a ritual (usually taking two weeks) | ||
+ | * A spell can be '''put into a book''' - the first person who reads it gets that spell | ||
+ | ** The spell is then '''lost by the person when writing the book''' (usually takes a month to write) | ||
+ | * '''Spells are the base currency of Fenimaal''' - highly valuable | ||
+ | * Upon death, '''Kraagh collects the spells''' and returns them to the God of the spell's domain (default to Fenimaal) | ||
− | + | == Active Spell Capacity == | |
− | + | A character can only have a certain number of spells '''active''' at any given moment. The number of active spells is limited by: | |
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− | + | * '''Total Encumbrance Capacity''': Determined by Mental Fortitude (MIND → Willpower → Mental Fortitude) | |
+ | * Each spell has an '''Encumbrance value''' - the total of all active spells cannot exceed the character's capacity | ||
+ | * Inactive spells are "memorized" but not ready for immediate casting | ||
+ | * Activating/deactivating spells requires concentration and time (typically 10 minutes per spell) | ||
− | + | == Casting Spells == | |
− | + | To cast a spell, the character must: | |
− | + | # '''Meet Requirements''': SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5 | |
+ | # '''Have Spell Active''': The spell must be in the character's active spell pool | ||
+ | # '''Meet Casting Requirements''': Fulfill any restrictions, have casting time available | ||
+ | # '''Make Skill Roll(s)''': Roll O6 + total skill vs DR | ||
+ | ** Typically uses '''Attunement skills''' (SPIRIT → Attunement → specific element/domain) | ||
+ | ** Some spells require multiple rolls | ||
+ | # '''Pay Cost''': Expend Mental Fortitude or other resources | ||
+ | # '''Apply Cooldown''': Spell cannot be cast again until cooldown expires | ||
− | === | + | === Casting Roll Formula === |
− | + | '''O6 + (SPIRIT + Attunement + Domain Skill) vs DR''' | |
− | + | Example: Casting a Fire spell with SPIRIT 2, Attunement 3, Fire 4: | |
− | + | * Roll O6: 6, 5, 2 = 7 | |
− | + | * Total: 7 + 2 (SPIRIT) + 3 (Attunement) + 4 (Fire) = 16 | |
− | + | * If DR is 10, spell succeeds with margin of 6 | |
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− | == Spell | + | === Flexible Spell Attributes === |
− | + | Some spell attributes are '''flexible''' and can be modified by Casting skills: | |
− | + | * '''Range skill''' (SPIRIT → Casting → Range): Increases or decreases spell distance | |
+ | * '''Duration skill''' (SPIRIT → Casting → Duration): Extends or shortens spell duration | ||
+ | * '''Area of Effect skill''': Expands spell area | ||
+ | * '''Weight skill''': Allows spell to affect heavier objects | ||
+ | * '''Number of Targets skill''': Allows spell to affect more targets | ||
− | + | == Spell Domains == | |
− | + | Spells are organized by domain, corresponding to Attunement skills: | |
− | + | * '''Fire''' - Flame, heat, destruction | |
+ | * '''Water''' - Ice, liquid, purification | ||
+ | * '''Air''' - Wind, lightning, flight | ||
+ | * '''Earth''' - Stone, metal, growth | ||
+ | * '''Life''' - Healing, enhancement, protection | ||
+ | * '''Death''' - Necromancy, decay, shadow | ||
+ | * '''Self''' - Personal enhancement, meditation | ||
+ | * '''Others''' - God-specific domains, unique magicks | ||
− | + | Each domain has associated spells that require the corresponding Attunement skill. | |
− | + | == Learning New Spells == | |
− | + | Characters acquire spells through: | |
− | + | # '''Direct Gift''': Another magician performs a ritual (usually 2 weeks) to transfer ownership | |
+ | # '''Reading Spell Books''': First reader gains the spell, book becomes blank | ||
+ | # '''Divine Grant''': Gods may grant spells to worshippers (see Worship under SPIRIT) | ||
+ | # '''Discovery''': Rare - finding ancient spell scrolls or artifacts | ||
− | + | The recipient must meet the spell's '''Receiving Requirements''' (typically minimum Attunement in the spell's domain). | |
− | == | + | == Mental Fortitude and Spell Cost == |
− | + | '''Mental Fortitude''' (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting: | |
− | + | * Each spell cast consumes Mental Fortitude points (specified in spell cost) | |
+ | * When Mental Fortitude reaches 0, the character '''cannot cast spells''' until recovery | ||
+ | * Mental Fortitude recovers with rest (typically 1 point per hour of rest, full recovery after 8 hours sleep) | ||
+ | * Some powerful spells may also cost physical Fortitude, special components, or other sacrifices | ||
− | == | + | == Spell Examples == |
− | + | === Fire Domain === | |
− | + | '''Spark''' | |
+ | * Encumbrance: 1, Cooldown: 1 hour | ||
+ | * CT: 1 round, Active, DR: 5 | ||
+ | * Cost: 1 Mental Fortitude | ||
+ | * Distance: 10m, Duration: Instant, AoE: Single target | ||
+ | * Effects: O6-2 fire damage | ||
+ | * Receiving: Fire Attunement 1, Giving: Ritual 1 week | ||
− | + | '''Fireball''' | |
+ | * Encumbrance: 5, Cooldown: 6 hours | ||
+ | * CT: 2 rounds, Active, DR: 10 | ||
+ | * Cost: 3 Mental Fortitude | ||
+ | * Distance: 50m, Duration: Instant, AoE: 3m radius | ||
+ | * Effects: O6+2 fire damage to all in area | ||
+ | * Receiving: Fire Attunement 3, Giving: Ritual 2 weeks | ||
− | === | + | === Water Domain === |
− | + | '''Water Breathing''' | |
+ | * Encumbrance: 3, Cooldown: 2 hours | ||
+ | * CT: 1 round, Active, Restriction: Must be near water, DR: 8 | ||
+ | * Cost: 2 Mental Fortitude | ||
+ | * Distance: Touch, Duration: 1 hour, AoE: Single target | ||
+ | * Effects: Target can breathe underwater | ||
+ | * Receiving: Water Attunement 2, Giving: Ritual 2 weeks | ||
− | + | == See Also == | |
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− | + | * [[Legacy_Magick]] - The legacy magick system | |
+ | * [[Legacy_Incantation_Magic]] - Legacy freeform spellcasting system | ||
+ | * [[The_Character]] - Character creation with SPIRIT characteristic | ||
+ | * [[Category:Spells]] - Complete spell list | ||
+ | * [[Category:Gods]] - Divine spell domains | ||
− | + | [[Category:Rules]] | |
− | + | [[Category:Magic]] | |
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Latest revision as of 14:49, 1 October 2025
Magick in Amar RPG is a powerful and complex force. Spells are unique possessions - each spell exists as a specific instance of Magick that a character owns, and can be given to others through rituals.
Contents
The Spell System
Each spell is described with specific properties that define how it works:
- Name
- The spell's name
- Encumbrance
- The magical "weight" of the spell - how much it burdens the caster's mind
- Cooldown
- How long before the spell can be cast again after use
- Casting Requirements
- Casting Time (CT): How long it takes to cast
- Active/Passive (A/P): Whether the caster must actively focus on the spell while it lasts
- Restrictions: Special conditions (e.g., "Can only be cast at midnight")
- DR(s): Difficulty Rating(s) - can require multiple skill rolls
- Cost
- What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc.
- Attributes
- Distance: Range (fixed or flexible - modified by Range skill under SPIRIT → Casting)
- Duration: How long effects last (fixed or flexible - modified by Duration skill)
- Weight/Targets/AoE: Number of targets or area affected (fixed or flexible - modified by Weight, Number of Targets, or Area of Effect skills)
- Effects
- The actual effects of the spell
- Transfer Requirements
- Receiving: What the recipient needs in order to receive this spell
- Giving: What the giver must do to transfer the spell (ritual duration, etc.)
Spell Ownership and Transfer
Spells are owned by individual magicians. Key principles:
- Each spell is given to a magician who then owns it
- A spell owned can be given to another through a ritual (usually taking two weeks)
- A spell can be put into a book - the first person who reads it gets that spell
- The spell is then lost by the person when writing the book (usually takes a month to write)
- Spells are the base currency of Fenimaal - highly valuable
- Upon death, Kraagh collects the spells and returns them to the God of the spell's domain (default to Fenimaal)
Active Spell Capacity
A character can only have a certain number of spells active at any given moment. The number of active spells is limited by:
- Total Encumbrance Capacity: Determined by Mental Fortitude (MIND → Willpower → Mental Fortitude)
- Each spell has an Encumbrance value - the total of all active spells cannot exceed the character's capacity
- Inactive spells are "memorized" but not ready for immediate casting
- Activating/deactivating spells requires concentration and time (typically 10 minutes per spell)
Casting Spells
To cast a spell, the character must:
- Meet Requirements: SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5
- Have Spell Active: The spell must be in the character's active spell pool
- Meet Casting Requirements: Fulfill any restrictions, have casting time available
- Make Skill Roll(s): Roll O6 + total skill vs DR
- Typically uses Attunement skills (SPIRIT → Attunement → specific element/domain)
- Some spells require multiple rolls
- Pay Cost: Expend Mental Fortitude or other resources
- Apply Cooldown: Spell cannot be cast again until cooldown expires
Casting Roll Formula
O6 + (SPIRIT + Attunement + Domain Skill) vs DR
Example: Casting a Fire spell with SPIRIT 2, Attunement 3, Fire 4:
- Roll O6: 6, 5, 2 = 7
- Total: 7 + 2 (SPIRIT) + 3 (Attunement) + 4 (Fire) = 16
- If DR is 10, spell succeeds with margin of 6
Flexible Spell Attributes
Some spell attributes are flexible and can be modified by Casting skills:
- Range skill (SPIRIT → Casting → Range): Increases or decreases spell distance
- Duration skill (SPIRIT → Casting → Duration): Extends or shortens spell duration
- Area of Effect skill: Expands spell area
- Weight skill: Allows spell to affect heavier objects
- Number of Targets skill: Allows spell to affect more targets
Spell Domains
Spells are organized by domain, corresponding to Attunement skills:
- Fire - Flame, heat, destruction
- Water - Ice, liquid, purification
- Air - Wind, lightning, flight
- Earth - Stone, metal, growth
- Life - Healing, enhancement, protection
- Death - Necromancy, decay, shadow
- Self - Personal enhancement, meditation
- Others - God-specific domains, unique magicks
Each domain has associated spells that require the corresponding Attunement skill.
Learning New Spells
Characters acquire spells through:
- Direct Gift: Another magician performs a ritual (usually 2 weeks) to transfer ownership
- Reading Spell Books: First reader gains the spell, book becomes blank
- Divine Grant: Gods may grant spells to worshippers (see Worship under SPIRIT)
- Discovery: Rare - finding ancient spell scrolls or artifacts
The recipient must meet the spell's Receiving Requirements (typically minimum Attunement in the spell's domain).
Mental Fortitude and Spell Cost
Mental Fortitude (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting:
- Each spell cast consumes Mental Fortitude points (specified in spell cost)
- When Mental Fortitude reaches 0, the character cannot cast spells until recovery
- Mental Fortitude recovers with rest (typically 1 point per hour of rest, full recovery after 8 hours sleep)
- Some powerful spells may also cost physical Fortitude, special components, or other sacrifices
Spell Examples
Fire Domain
Spark
- Encumbrance: 1, Cooldown: 1 hour
- CT: 1 round, Active, DR: 5
- Cost: 1 Mental Fortitude
- Distance: 10m, Duration: Instant, AoE: Single target
- Effects: O6-2 fire damage
- Receiving: Fire Attunement 1, Giving: Ritual 1 week
Fireball
- Encumbrance: 5, Cooldown: 6 hours
- CT: 2 rounds, Active, DR: 10
- Cost: 3 Mental Fortitude
- Distance: 50m, Duration: Instant, AoE: 3m radius
- Effects: O6+2 fire damage to all in area
- Receiving: Fire Attunement 3, Giving: Ritual 2 weeks
Water Domain
Water Breathing
- Encumbrance: 3, Cooldown: 2 hours
- CT: 1 round, Active, Restriction: Must be near water, DR: 8
- Cost: 2 Mental Fortitude
- Distance: Touch, Duration: 1 hour, AoE: Single target
- Effects: Target can breathe underwater
- Receiving: Water Attunement 2, Giving: Ritual 2 weeks
See Also
- Legacy_Magick - The legacy magick system
- Legacy_Incantation_Magic - Legacy freeform spellcasting system
- The_Character - Character creation with SPIRIT characteristic
- - Complete spell list
- - Divine spell domains