Difference between revisions of "Magick"

From Amar RPG
(Converted to new spell system)
(RESTORE: Fixed Magick page to proper spell system)
 
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{{Note|For the legacy spell version, see [[Legacy_Magick]].}}
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{{Note|For the legacy magick system, see [[Legacy_Magick]].}}
  
{{ infobox
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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.
| abovestyle  = background:#7d4733; color:white
 
| bodystyle  = width:350px
 
| above      = Magick
 
| label1      = Domain
 
| data1      = Unknown
 
| label2      = Encumbrance
 
| data2      = 4
 
| label3      = Cooldown
 
| data3      = 4 hours
 
| label4      = Casting Time
 
| data4      = 1 round
 
| label5      = Active/Passive
 
| data5      = Active
 
| label6      = Restrictions
 
| data6      = None
 
| label7      = DR
 
| data7      = 10
 
| label8      = Cost
 
| data8      = 2 Mental Fortitude
 
| label9      = Distance
 
| data9      = Touch
 
| label10    = Duration
 
| data10      = Instant
 
| label11    = Area of Effect
 
| data11      = Single target
 
| label12    = Effects
 
| data12      = See below
 
| label13    = Receiving
 
| data13      = Unknown Attunement 2
 
| label14    = Giving
 
| data14      = Ritual 1 week
 
}}
 
  
 +
== The Spell System ==
  
 +
Each spell is described with specific properties that define how it works:
  
== Casting ==
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;Name
 +
: The spell's name
  
To cast Magick:
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;Encumbrance
* '''Roll''': O6 + SPIRIT + Attunement + Unknown vs DR 10
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: The magical "weight" of the spell - how much it burdens the caster's mind
* '''Cost''': 2 Mental Fortitude
 
* '''Time''': 1 round
 
* '''Cooldown''': 4 hours
 
  
== Transfer Requirements ==
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;Cooldown
 +
: How long before the spell can be cast again after use
  
* '''Receiving''': Requires Unknown Attunement 2 or higher
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;Casting Requirements
* '''Giving''': 1 week ritual to transfer spell ownership
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: '''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
  
Back: [[Magick]]
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;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
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# '''Have Spell Active''': The spell must be in the character's active spell pool
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# '''Meet Casting Requirements''': Fulfill any restrictions, have casting time available
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# '''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
 +
* [[Category:Spells]] - Complete spell list
 +
* [[Category:Gods]] - Divine spell domains
  
[[Category:Spells]]
 
[[Category:Gods]]
 
 
[[Category:Rules]]
 
[[Category:Rules]]
 
[[Category:Magic]]
 
[[Category:Magic]]

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