Difference between revisions of "Magick"

From Amar RPG
(RESTORE: Fixed Magick page to proper spell system)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Magick is probably the most important element in fantasy. It is covered in this chapter down to the very spells like controlling fire and cursing to the various magick items.
+
{{Note|For the legacy magick system, see [[Legacy_Magick]].}}
  
== The Magick Systems ==
+
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.
[[Image:Cavern.jpg|360px|thumb]]
 
  
Amar RPG has multiple playable magick systems. The current systems developed and implemented into the game are:
+
== The Spell System ==
  
* The Legacy System, which is described in this article.
+
Each spell is described with specific properties that define how it works:
  
* [[Incantation Magic]], an alternative to the standard magick system which allows magic casters to have an arsenal of incantations unique to the caster only.
+
;Name
 +
: The spell's name
  
== The Magick Skills ==
+
;Encumbrance
 +
: The magical "weight" of the spell - how much it burdens the caster's mind
  
Magick is divided into three categories: spell magick, ritual magick and alchemy. 
+
;Cooldown
 +
: How long before the spell can be cast again after use
  
Spell magick is all the spells done by sheer exercise of will. This is the true wizard pointing at the dragon and shooting forth a bolt of lightning. Spell magick is powered by the magical aptitude.
+
;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
  
Ritual magick is based on ritual magick lore. It deals with the forces in nature itself and the ways of manipulating them. Here we have the standard witchcraft with time consuming rituals with loads of props needed.
+
;Cost
 +
: What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc.
  
Alchemy is the domain of the alchemist, a sort of chemist-magician.
+
;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)
  
In the magick tables you will find specifications on all the magick spells and items. Further descriptions are found in the text.
+
;Effects
 +
: The actual effects of the spell
  
== Detecting Magick ==
+
;Transfer Requirements
To detect magick, make an MA roll (MA+O6) to get higher or equal to the DR of the magick you try to detect. Such a roll does not reveal the type of magick.
+
: '''Receiving''': What the recipient needs in order to receive this spell
 +
: '''Giving''': What the giver must do to transfer the spell (ritual duration, etc.)
  
== Commercial Use of Magick ==
+
== Spell Ownership and Transfer ==
  
Setting up shop and dealing in spells or magick items like they were normal goods, or teaching spells to anyone who pays for it, will at the very least result in being frozen out by any respectable magician, who will refuse to have anything to do with you. Quite likely some magician will do something more drastic to put an end to it.
+
Spells are owned by individual magicians. Key principles:
  
== True Name ==
+
* 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)
  
Some spells require the true name of the target. Your true name is the name given at birth.
+
== Active Spell Capacity ==
  
== Divine Miracles ==
+
A character can only have a certain number of spells '''active''' at any given moment. The number of active spells is limited by:
  
=== Cult Standing ===
+
* '''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)
  
In certain cults the members may also receive magick in the form of miracles from their god. Members (initiates and above) of such cults have a certain cult standing. This indicates how much their god appreciates them. This cult standing increases or decreases according to the actions of the individual cult member.
+
== Casting Spells ==
  
The GM should see the table below for ideas about the amount to gain or loose from different actions. The GM should never tell a player what his character’s cult standing is. If a character gets too far below 0 in cult standing, the GM should include adverse effects.
+
To cast a spell, the character must:
  
{| class="wikitable"
+
# '''Meet Requirements''': SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5
|+Change of Cult Standing
+
# '''Have Spell Active''': The spell must be in the character's active spell pool
|-
+
# '''Meet Casting Requirements''': Fulfill any restrictions, have casting time available
|'''Change''' || '''Activity'''
+
# '''Make Skill Roll(s)''': Roll O6 + total skill vs DR
|-
+
** Typically uses '''Attunement skills''' (SPIRIT → Attunement → specific element/domain)
| +3 || Fantastic deed             
+
** Some spells require multiple rolls
|-
+
# '''Pay Cost''': Expend Mental Fortitude or other resources
| +2 || Great deed                 
+
# '''Apply Cooldown''': Spell cannot be cast again until cooldown expires
|-
 
| +1 || Very good deed             
 
|-
 
| +1 || One year of spotless worship
 
|-
 
| -1 || Minor offense             
 
|-
 
| -2 || Offence                   
 
|-
 
| -3 || Grave offence             
 
|}
 
  
=== Initiation Requirements ===
+
=== Casting Roll Formula ===
  
This varies with the cult, but usually includes having been a lay member for one year, an initiation act appropriate for the cult and often relevant skill requirements, etc. An initiate will often have access to cult training.
+
'''O6 + (SPIRIT + Attunement + Domain Skill) vs DR'''
  
=== Priesthood Requirements ===
+
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
  
This varies with the cult, but usually includes having been an initiate for at least five years, having a cult standing of at least 10, a priesthood act appropriate to the cult and often relevant skill requirements, etc.
+
=== Flexible Spell Attributes ===
  
=== Divine Intervention ===
+
Some spell attributes are '''flexible''' and can be modified by Casting skills:
  
If you pray for divine intervention, your cult standing + d must match the difficulty rating of the miracle as determined by the GM. If it is critical an initiate gets +5 and a priest +10 on the roll. The difficulty rating should follow the difficulty ratings for spell magick, less if it lies directly within the domain of the god (i.e. asking Ikalio, the sun god, for light), more if it is not appropriate (i.e.  asking Ikalio for water). A priest loses the number of points indicated in the table below whether or not the miracle is granted. An initiate loses the same if it is granted, but double if not. Note that Enchant Item, Permanency and Resurrection cost twice as much cult standing as normal. A failed resurrection also reduces the magical aptitude of the supplicant by 3.
+
* '''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
  
{| class="wikitable"
+
== Spell Domains ==
|+Divine Intervention Cost
 
|-
 
|'''Cost''' || '''Total DR'''
 
|-
 
| 1 || 1–4 
 
|-
 
| 2 || 5–9 
 
|-
 
| 3 || 10–14
 
|-
 
| 4 || 15–19
 
|-
 
| 5 || 20–24
 
|}
 
  
== Spell Magick ==
+
Spells are organized by domain, corresponding to Attunement skills:
[[Image:In the dungeon.jpg|360px|thumb]]
 
  
[[Image:Castles at the lake.jpg|360px|thumb]]
+
* '''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
  
To successfully cast a spell, roll the dice adding your path lore. The total must equal or exceed the DR + Spell Level. The character states what level of the spell he or she intends to cast (up to the trained level).
+
Each domain has associated spells that require the corresponding Attunement skill.
  
Ususally you would only cast one spell per combat round (6 seconds). If you choose to cast two spells in a round, you get -5 on each roll for success. To cast three spells, you get -10, etc (-5 to all rolls per extra spell cast per round, just like with attacking penalties for attick several times with a weapon per round).
+
== Learning New Spells ==
  
If you cast a spell, you cannot do anything else that round. The spell takes effect at the end of the round. If more than one person is casting a spell, the spell of the caster with the highest awareness roll takes effect first, etc.
+
Characters acquire spells through:
  
Unless otherwise noted, all spells require that you see or touch the target(s).  If applicable, the effect of a spell also includes items carried by the target unless otherwise noted.
+
# '''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 symbolic value of items used to cast spells on or with may make it easier or more difficult to cast a spell. It may subtract as much as 2 from the DR or add as much as 5. I.e. it is easier to cast light on a perfect diamond than on a piece of charcoal. All such adjustments are at the GM’s discretion. The DR given for the spell should be used for most occasions.
+
The recipient must meet the spell's '''Receiving Requirements''' (typically minimum Attunement in the spell's domain).
  
=== Resisting Spells ===
+
== Mental Fortitude and Spell Cost ==
  
If the spell can be resisted and is supposed to affect an unwilling target, add the magick defense of the target to the DR. The Magick Defense (MD) equals 1 per full 3 in current Magical Aptitude Endurance.
+
'''Mental Fortitude''' (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting:
  
You automatically resist spells when you are unaware of the spell. An unconscious target does not resist.
+
* 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
  
=== Spending Magical Aptitude ===
+
== Spell Examples ==
  
Whenever you cast a spell, you loose 1 in magical aptitude, even if the spell fails.
+
=== Fire Domain ===
  
With negative magical aptitude the caster is dead.
+
'''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
  
=== Spell Levels ===
+
'''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
  
The strength of a spell is determined by the spell level. The effect, duration, range and area of effect all increase with the spell level. In the spell table you will find the duration, range and area of effect per spell level. The DR is also given. A character will learn spell levels by a mentor or self research.
+
=== Water Domain ===
  
You may not learn spells if you have a magical aptitude of 0.
+
'''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
  
=== Magic Control ===
+
== See Also ==
  
If two or more magicians try to control the same object(s) or area, the one with the highest spell level succeeds.
+
* [[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
  
=== Active/Passive ===
+
[[Category:Rules]]
 
+
[[Category:Magic]]
During the casting time, the spell caster may not do anything but concentrate on casting the spell. If the spell is active, he must concentrate fully on the spell throughout the duration as well, or the spell is cancelled. If the spell is passive he is free to do anything after the casting time is completed. The duration is exclusive of the casting time.
 
 
 
=== Effect per Spell Level ===
 
 
 
Unless otherwise noted the area, range and weight is multiplied by the spell level, and the duration increases one step on the table below per level above one.
 
 
 
{| class="wikitable"
 
|+Duration of Spells
 
|-
 
| 1  round  || 3  days 
 
|-
 
| 2  rounds  || 1  week 
 
|-
 
| 5  rounds  || 2  weeks
 
|-
 
| 1  minute  || 1  month
 
|-
 
| 2  minutes || 2  months
 
|-
 
| 5  minutes || 6  months
 
|-
 
| 10 minutes || 1  year 
 
|-
 
| 30 minutes || 2  years
 
|-
 
| 1  hour    || 5  years
 
|-
 
| 2  hours  || 10  years
 
|-
 
| 6  hours  || 20  years
 
|-
 
| 12 hours  || 50  years
 
|-
 
| 1  day    || 100 years
 
|}
 
 
 
=== Detecting Illusions ===
 
 
 
An awareness roll exceeding the total (DR+level) of the spell will penetrate the illusion. If the roll equals the total the character will notice that something is strange. If the character is suspicious he will get +3 on his roll.
 
 
 
=== Abilities of Disembodied Spirits ===
 
 
 
Disembodied spirits have the ability to cast the “spells” listed in the table below in addition to any spells they may have learned the normal way. The duration of these “spells” is a number of minutes equal to the caster’s current MA, and they are cast using the current MA + d.
 
 
 
{| class="wikitable"
 
|+Abilities of Disembodied Spirits
 
|-
 
|'''DR''' || '''“Spell”'''
 
|-
 
| 7  || Knock                 
 
|-
 
| 9  || Whisper               
 
|-
 
| 11 || Be visible (transparent)
 
|-
 
| 13 || Talk                   
 
|-
 
| 15 || Be visible (opaque)   
 
|}
 
 
 
=== Vocal and Somatic Components ===
 
 
 
Spells normally contain vocal and somatic components. These components are not absolutely necessary to cast the spell, but it is harder if you don’t use them. The penalties are as follows: -1 for moderating a component, -2 for discreet usage and -3 for not using it. These penalties are per component and cumulative, i.e. moderate somatic and no vocal equals -4.
 
 
 
=== “Seeing” Mana ===
 
 
 
If the sum of your current magical aptitude and the magical aptitude or mana of a creature, magick item, special place, spell, etc. equals or exceeds 30, you are able to “see” the approximate mana level. If you are actively looking for the mana you only need a total of 20. This only works if you have at least 1 in magical aptitude. A magick item has a mana equal to half the DR of the spell used to create it. A spell has a mana equal to half its DR.
 
 
 
=== Recovery of Magical Aptitude ===
 
 
 
You recover your magical aptitude after a good nights sleep. A short/uneasy sleep may give a partial recovery.
 
 
 
=== Touch Spells ===
 
 
 
To cast a spell with a range of “touch” on an unwilling opponent, you must make a successful unarmed attack on him the following round. You get a +3 modifier on this.
 
 
 
=== Magick Criticals and Fumbles===
 
 
 
A magick critical occurs when you roll a double 6 when casting a spell. A Critical roll indicates a successful casting of the spell. You also roll on the Magick Criticals table below. If the critical is not applicable, pick the one below. Roll first for the category, then for the specific critical.
 
 
 
{| class="wikitable"
 
|+Magick Criticals
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''1 = Impression''
 
|-
 
| 1 || Looks really cool
 
|-
 
| 2 || Impressive, adjacent friends get +1 next round
 
|-
 
| 3 || Very impressive, adjacent friends gets +1 next D rounds
 
|-
 
| 4 || Fearsome, foe rolls on fear table with +9 adjustment
 
|-
 
| 5 || Awesome, foe rolls on fear table with +6 adjustment
 
|-
 
| 6 || Wild, foe rolls on fear table with +3 adjustment
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''2 = Side effect''
 
|-
 
| 1 || Gain 1 experience mark in MA
 
|-
 
| 2 || Gain 1 experience mark in Magick Lore
 
|-
 
| 3 || Gain 1 experience mark in Learning
 
|-
 
| 4 || MA not spended for casting the spell
 
|-
 
| 5 || You may cast an additional spell this round (if Casting Time is one round)
 
|-
 
| 6 || Active spell becomes passive for the duration of the spell
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''3 = Increased effect''
 
|-
 
| 1 || Spell weight is 1 level higher
 
|-
 
| 2 || Area of effect 1 level higher
 
|-
 
| 3 || Range is 1 level higher
 
|-
 
| 4 || Duration is 1 level higher
 
|-
 
| 5 || Spell Effect is 1 level higher
 
|-
 
| 6 || Add one to all spell level effects
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''4 = Effect boost''
 
|-
 
| 1 || Spell weight is D levels higher
 
|-
 
| 2 || Area of effect D levels higher
 
|-
 
| 3 || Range is D levels higher
 
|-
 
| 4 || Duration is D levels higher
 
|-
 
| 5 || Spell Effect is D levels higher
 
|-
 
| 6 || Double ALL spell level effects
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''5 = Special''
 
|-
 
| 1 || Spell warps into another similar spell (GM's discretion)
 
|-
 
| 2 || Spell warps into another similar, but better spell (GM's discretion)
 
|-
 
| 3 || Disregard the target's MD
 
|-
 
| 4 || Double ALL spell level effects
 
|-
 
| 5 || Effect is D/2 spell levels higher and disregard the targets MD
 
|-
 
| 6 || Effect is D spell levels higher and disregard the targets MD
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''6 = Roll twice on this table, ignoring any subsequent 6s, add one experience mark''
 
|}
 
 
 
 
 
A magick fumble occurs when you roll a double 1 when casting a spell. A fumble roll indicates a failure to cast a spell. You also roll on the Magick Fumbles table below, adding the current MA to the open ended dice roll. If the fumble is not applicable, pick the one above. Roll first for the category, then for the specific fumble.
 
 
 
{| class="wikitable"
 
|+Magick Fumbles
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''1 = Roll twice on this table, ignoring any subsequent 6s, subtract one experience mark''
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''2 = Special''
 
|-
 
| 1 || Unconscious for D hours and loose 1 in MA permanently
 
|-
 
| 2 || Unconscious for D minutes
 
|-
 
| 3 || Sleep deprevation for D days due to pain, -4 in Status
 
|-
 
| 4 || Affects wrong target in the worst possible way
 
|-
 
| 5 || Affects self (unless supposed to)
 
|-
 
| 6 || You start yelling backwards for D days (the player must yell everything backwards, including spells cast)
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''3 = Unwanted effect''
 
|-
 
| 1 || Amnesia – can not cast spells for D hours
 
|-
 
| 2 || Everybody within 10 meters become hostile towards you
 
|-
 
| 3 || Spell has the complete opposite effect (GM's discretion)
 
|-
 
| 4 || Dizzy – fall and let go what you have in your hands
 
|-
 
| 5 || Thirsty (dehydrated), -D in Status until you drink D liters
 
|-
 
| 6 || Pain, subtract 3 in Status until Medical Lore roll of 7 succeeds
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''4 = Stun effect''
 
|-
 
| 1 || Shocked, subtract O+3 in status for one minute
 
|-
 
| 2 || Reeling, subtract O in status for O rounds
 
|-
 
| 3 || Staggered, subtract D in status for D rounds
 
|-
 
| 4 || Stunned, subtract 3 in status for 3 rounds
 
|-
 
| 5 || Confused, subtract 3 in status next round
 
|-
 
| 6 || Off balance, subtract 1 in Status next round
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''5 = Added effect''
 
|-
 
| 1 || Very drained, subtract 3 Magical Aptitude until well rested (no less than 1)
 
|-
 
| 2 || Very fatigued, subtract 3 from Endurance until well rested (no less than 1)
 
|-
 
| 3 || Very tired, subtract 3 from Strength until well rested (no less than 1)
 
|-
 
| 4 || Drained, subtract 1 Magical Aptitude until well rested (no less than 1)
 
|-
 
| 5 || Fatigued, subtract 1 from Endurance until well rested (no less than 1)
 
|-
 
| 6 || Tired, subtract 1 from Strength until well rested (no less than 1)
 
|-
 
|colspan="2" style="background-color: #a5c9af;" | ''6 = Impression''
 
|-
 
| 1 || Terrible for morale, friends get -1 in all rolls for the next D rounds
 
|-
 
| 2 || Very bad for morale, friends get -1 in all rolls for the rest of the round
 
|-
 
| 3 || Bad for morale, friends get -1 in attack for the rest of the round
 
|-
 
| 4 || You make a fool out of yourself, laughter is heard
 
|-
 
| 5 || Botched it, giggles are heard
 
|-
 
| 6 || Awkward looking
 
|}
 
 
 
== Spells ==
 
 
 
There are several categories of spells: Basic categories and categories devoted to specific Gods. The list below contains the basic categories. Each is a link to the page listing all the spells in that category. Click on the spell names in the table on a spell category page to see the description for each spell.
 
 
 
The abbreviations used in the tables are:
 
;A/P
 
: '''A''' means the spell is active, '''P''' means the spell is passive, '''A/P''' means the spell may be active or passive depending on circumstances as described under the spell.
 
;Duration
 
: '''Instant.''' = Instantaneous, '''Perm.''' = Permanent.
 
;Area of Effect
 
: An asterisk (*) after the area of effect means that the area of effect does not increase with the spell level.  '''C''' = Creature, '''O''' = Object, '''r''' = radius.
 
 
 
=== Basic spell categories ===
 
* [[:Category:Air Magick| Air Magick]]
 
* [[:Category:Black Magick| Black Magick]]
 
* [[:Category:Earth Magick| Earth Magick]]
 
* [[:Category:Fire Magick| Fire Magick]]
 
* [[:Category:Life Magick| Life Magick]]
 
* [[:Category:Magic Magick| Magic Magick]]
 
* [[:Category:Perception Magick| Perception Magick]]
 
* [[:Category:Protection Magick| Protection Magick]]
 
* [[:Category:Summoning Magick| Summoning Magick]]
 
* [[:Category:Water Magick| Water Magick]]
 
 
 
=== Advanced spell categories ===
 
 
 
'''The advanced spells are very rare and normally not taught at Academia Magicka.'''
 
When learning an advanced spell lore, the basic spell lores can increase the starting level of the advanced spell lore, depending on the level of the basic spell lore.
 
 
 
* [[:Category: Heat Magick| Heat Magick]]
 
* [[:Category: Ice Magick| Ice Magick]]
 
* [[:Category: Lava Magick| Lava Magick]]
 
* [[:Category: Lunar Magick| Lunar Magick]]
 
* [[:Category: Poison Magick| Poison Magick]]
 
* [[:Category: Swamp Magick| Swamp Magick]]
 
 
 
=== God spell categories ===
 
* [[:Category: Cal Amae Magick| Cal Amae Magick]]
 
* [[:Category: Elesi Magick| Elesi Magick]]
 
* [[:Category: Anashina Magick| Anashina Magick]]
 
* [[:Category: Gwendyll Magick| Gwendyll Magick]]
 
* [[:Category: MacGillan Magick| MacGillan Magick]]
 
* [[:Category: Juba Magick| Juba Magick]]
 
* [[:Category: Taroc Magick| Taroc Magick]]
 
* [[:Category: Man Peggon Magick| Man Peggon Magick]]
 
* [[:Category: Maleko Magick| Maleko Magick]]
 
* [[:Category: FalMunir Magick| FalMunir Magick]]
 
* [[:Category: Moltan Magick| Moltan Magick]]
 
* [[:Category: Kraagh Magick| Kraagh Magick]]
 
* [[:Category: Mestronorpha Magick| Mestronorpha Magick]]
 
 
 
=== Forbidden spells ===
 
"Forbidden spells" are spells that has been banished from Amar and are not taught at Academia Magicka. If an character is seen using a forbidden spell
 
or knows forbidden spells, the character will be reported to the kingdom and will be punished with jail until further actions are taken.
 
 
 
The player can find forbidden spells in old books and via old items. The player can also find forbidden spells in [[The Forbidden Library]] created by [[Antonio The Magician]] or by trading with the [[Raven Demon]]. There are rumors about the ghost of Antonio, the chaos wizard who concocted most of these spells, still residing in Giellor and using forbidden spells to transfer his soul into new bodies to make him immortal. Who knows?
 
 
 
The forbidden spells are used in a different way, after a player has successfully prepared the spell (exceeding the DR of the spell with a dice throw) the player must throw a dice and if the player gets ''1, 2 or 3'' the spell will fail and count as a ''fumble''.
 
If the player gets ''4, 5 or 6'' on the dice the spell will work and count as ''critical''.
 
 
 
==== List of forbidden Spells ====
 
 
 
* [[:Category: Forbidden Spells|Forbidden Spells]]
 
 
 
==== The Spell Searchers ====
 
 
 
There are some who quest for forbidden spells. Such a wizards is usually human and known as a [[Spell Searcher]].
 
 
 
== Ritual Magick ==
 
 
 
To successfully perform a ritual, roll the dice adding the ritual magick lore. The total must equal or exceed the DR of the ritual to be effective.
 
 
 
There are no spell levels for ritual magick. All rituals have a set of ingredients and along with a given formula produce a certain effect.
 
 
 
Rituals usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances. The ingredients and gestures needed is described under each ritual.
 
 
 
=== Ingredients ===
 
 
 
The ingredients listed under each ritual are only suggestions and should be further specified by the GM. The ingredients such as the herbs could be fresh or dried at the GM’s discretion.
 
 
 
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.
 
 
 
=== Having the Written Formula ===
 
 
 
Having the written ritual formula to go by will lower the difficulty rating by 3.
 
 
 
=== Rituals ===
 
 
 
{| class="wikitable"
 
|+Rituals
 
|-
 
|'''Ritual''' || '''Casting time''' || '''DR''' || '''Resist''' || '''Duration''' || '''Range''' || '''Area'''
 
|-
 
| [[Blind Curse]]      || 10 min. || 8  || Yes || 1 month || 1 km  || 1 creat.
 
|-
 
| [[Catch Fire]]      || 1 round || 6  || No  || Instant || 10 m  || 1 object
 
|-
 
| [[Curse of Fairies]] || 10 min. || 8  || Yes || 1 month || 100 km || 1 creat.
 
|-
 
| [[Eyes of Tekali]]  || 10 min. || 12 || No  || 1 round || 1 km  || Self   
 
|-
 
| [[Flames of Life]]  || 1 round || 6  || Yes || Instant || 10 m  || 10 liters
 
|-
 
| [[Nightfall]]        || 1 min.  || 8  || No  || 10 min. || None  || 3 m r
 
|-
 
| [[unequally buffing]]        || 1 hour  || 11  || No  || Instant  || None  ||  1 object
 
|-
 
| [[Raven Of Darkness]]|| 5 min.  || 11  || No  || Instant || 1 m    || 1 m r 
 
|-
 
| [[Snake Eyes]]      || 1 round || 6  || Yes || 1 min.  || 10 m  || 1 creat.
 
|-
 
| [[Tekali’s Torch]]  || 1 round || 8  || No  || 10 min. || 10 m  || 1 object
 
|-
 
| [[Volani’s Cure]]    || 1 round || 8  || No  || 1 week  || Touch  || 1 creat.
 
|-
 
| [[Witch Curse]]      || 30 min. || 10 || Yes || Instant || 100 m  || 1 creat.
 
|}
 
 
 
== Alchemy ==
 
 
 
To successfully make a potion or amulet, roll the dice adding the alchemy lore. The total must equal or exceed the DR of the potion or amulet to be effective.
 
 
 
Potions or amulets usually include a lot of special ingredients mixed in a very special way. This is followed up by poems, strange words or even songs or dances.
 
 
 
The ingredients and gestures needed is described under each potion or amulet.
 
 
 
=== Ingredients ===
 
 
 
The ingredients listed under each potion or amulet are only suggestions and should be further specified by the GM.
 
 
 
The ingredients such as the herbs could be fresh or dried at the GM’s discretion.
 
 
 
The sequence the ingredients are put in is left for the GM to decide as well as any other body motions or words needed to succeed with the magick. Those ingredients marked with an asterisk are reusable.
 
 
 
=== Having the Written Formula ===
 
 
 
Having the written formula for the potion or amulet to go by will lower the difficulty rating by 3.
 
 
 
=== Natural Magick Items ===
 
 
 
Magick items can be created in several ways. The spell path of [[:Category:Magic Magick| Magic Magick]] has a spell called  [[Permanency]] that is used to forge magick items. Natural Magick is another way to achieve the same.
 
 
 
==== Potions ====
 
 
 
Potions usually take about one hour to make and the effect will last for of one hour. The skill of Natural Magick is used to create potions.
 
 
 
In the potions and amulets table, you will find a column labeled Duration. The time given in this column is approximately how long the potion will keep and still have the described effect(s) if it is kept in a sealed container. After this time period, the potions will deteriorate in effect. How long it will take for a potion to become totally useless will vary a lot, but generally it will be about twice the durability.
 
 
 
Some potions will have weird effects after the durability has expired, and quite a few will turn poisonous to some degree, although seldom deadly.
 
 
 
{| class="wikitable"
 
|+Potions
 
|-
 
|'''Potion''' || '''DR''' || '''Duration'''
 
|-
 
| [[Bear Potion]]         || 10 || 1 y.
 
|-
 
| [[Cat’s Eye Potion]]          || 8  || 1 y.
 
|-
 
| [[Diver’s Delight Potion]]    || 12 || 1 y.
 
|-
 
| [[Panther Potion]]            || 10 || 1 y.
 
|-
 
| [[Potion of Battle Frenzy]]    || 12 || 1 y.
 
|-
 
| [[Potion of Detection]]        || 10 || 1 y.
 
|-
 
| [[Potion of Healing]]          || 10 || 1 m.
 
|-
 
| [[Potion of Seeing the Truth]] || 10 || 1 y.
 
|-
 
| [[Potion of Shivering]]        || 6  || 10 y.
 
|}
 
 
 
==== Natural Magick Items ====
 
 
 
Natural Magick Items usually take about one week to make. The skill of Natural Magick is used to forge these items.
 
 
 
{| class="wikitable"
 
|+Natural Magick Items
 
|-
 
|'''Item''' || '''DR''' || '''Duration'''
 
|-
 
| [[Spirit Protection]]     || 8 || Perm.
 
|-
 
| [[Taran’s True Seeing]]  || 8 || Perm.
 
|-
 
| [[Crystal of Magic Power Storing]]   || 12 || Perm.
 
|-
 
| [[Crystal of Spell Storing]]  || 15 || Perm.
 
|}
 
 
 
== Magic Items ==
 
 
 
{| class="wikitable"
 
|+Natural Magick Items
 
|-
 
|'''Item''' || '''Short description'''
 
|-
 
| [[the bow of infinite arrwos ]]     ||
 
|-
 
| [[The penetrativ shot ]]     ||
 
|-
 

Latest revision as of 14:49, 1 October 2025

Template:Note

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:

  • 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:

  1. Meet Requirements: SPIRIT characteristic ≥ 2 AND total Casting (SPIRIT + Casting attribute) ≥ 5
  2. Have Spell Active: The spell must be in the character's active spell pool
  3. Meet Casting Requirements: Fulfill any restrictions, have casting time available
  4. Make Skill Roll(s): Roll O6 + total skill vs DR
    • Typically uses Attunement skills (SPIRIT → Attunement → specific element/domain)
    • Some spells require multiple rolls
  1. Pay Cost: Expend Mental Fortitude or other resources
  2. 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:

  1. Direct Gift: Another magician performs a ritual (usually 2 weeks) to transfer ownership
  2. Reading Spell Books: First reader gains the spell, book becomes blank
  3. Divine Grant: Gods may grant spells to worshippers (see Worship under SPIRIT)
  4. 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