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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.

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