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− | {{Note|For the legacy magick system, see [[Legacy_Magick]].}} | + | {{Note|For the legacy spell version, see [[Legacy_Legacy_Magick]].}} |
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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. | + | {{ infobox |
| + | | abovestyle = background:#7d4733; color:white |
| + | | bodystyle = width:350px |
| + | | above = Legacy Magick |
| + | | label1 = Domain |
| + | | data1 = Unknown |
| + | | label2 = Encumbrance |
| + | | data2 = 4 |
| + | | label3 = Cooldown |
| + | | data3 = 3 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 |
| + | }} |
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− | == The Spell System ==
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− | Each spell is described with specific properties that define how it works:
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− | ;Name
| + | == Casting == |
− | : The spell's name
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− | ;Encumbrance
| + | To cast Legacy Magick: |
− | : The magical "weight" of the spell - how much it burdens the caster's mind | + | * '''Roll''': O6 + SPIRIT + Attunement + Unknown vs DR 10 |
| + | * '''Cost''': 2 Mental Fortitude |
| + | * '''Time''': 1 round |
| + | * '''Cooldown''': 3 hours |
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− | ;Cooldown
| + | == Transfer Requirements == |
− | : How long before the spell can be cast again after use
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− | ;Casting Requirements
| + | * '''Receiving''': Requires Unknown Attunement 2 or higher |
− | : '''Casting Time (CT)''': How long it takes to cast
| + | * '''Giving''': 1 week ritual to transfer spell ownership |
− | : '''Active/Passive (A/P)''': Whether the caster must actively focus on the spell while it lasts
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− | : '''Restrictions''': Special conditions (e.g., "Can only be cast at midnight")
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− | : '''DR(s)''': Difficulty Rating(s) - can require multiple skill rolls
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− | ;Cost
| + | Back: [[Magick]] |
− | : What casting consumes - typically Mental Fortitude, but can include Fortitude, special plants, gems, corpses, etc. | |
− | | |
− | ;Attributes
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− | : '''Distance''': Range (fixed or flexible - modified by Range skill under SPIRIT → Casting)
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− | : '''Duration''': How long effects last (fixed or flexible - modified by Duration skill)
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− | : '''Weight/Targets/AoE''': Number of targets or area affected (fixed or flexible - modified by Weight, Number of Targets, or Area of Effect skills)
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− | | |
− | ;Effects
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− | : The actual effects of the spell
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− | | |
− | ;Transfer Requirements
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− | : '''Receiving''': What the recipient needs in order to receive this spell
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− | : '''Giving''': What the giver must do to transfer the spell (ritual duration, etc.)
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− | | |
− | == Spell Ownership and Transfer ==
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− | | |
− | Spells are owned by individual magicians. Key principles:
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− | | |
− | * Each spell is '''given to a magician''' who then owns it
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− | * A spell owned can be '''given to another''' through a ritual (usually taking two weeks)
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− | * A spell can be '''put into a book''' - the first person who reads it gets that spell
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− | ** The spell is then '''lost by the person when writing the book''' (usually takes a month to write)
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− | * '''Spells are the base currency of Fenimaal''' - highly valuable
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− | * Upon death, '''Kraagh collects the spells''' and returns them to the God of the spell's domain (default to Fenimaal)
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− | | |
− | == Active Spell Capacity ==
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− | 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)
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− | * Each spell has an '''Encumbrance value''' - the total of all active spells cannot exceed the character's capacity
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− | * Inactive spells are "memorized" but not ready for immediate casting
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− | * Activating/deactivating spells requires concentration and time (typically 10 minutes per spell)
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− | | |
− | == Casting Spells ==
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− | | |
− | To cast a spell, the character must:
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− | | |
− | # '''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
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− | ** Typically uses '''Attunement skills''' (SPIRIT → Attunement → specific element/domain)
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− | ** Some spells require multiple rolls
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− | # '''Pay Cost''': Expend Mental Fortitude or other resources
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− | # '''Apply Cooldown''': Spell cannot be cast again until cooldown expires
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− | | |
− | === Casting Roll Formula ===
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− | | |
− | '''O6 + (SPIRIT + Attunement + Domain Skill) vs DR'''
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− | | |
− | Example: Casting a Fire spell with SPIRIT 2, Attunement 3, Fire 4:
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− | * Roll O6: 6, 5, 2 = 7
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− | * Total: 7 + 2 (SPIRIT) + 3 (Attunement) + 4 (Fire) = 16
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− | * If DR is 10, spell succeeds with margin of 6
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− | | |
− | === Flexible Spell Attributes ===
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− | | |
− | Some spell attributes are '''flexible''' and can be modified by Casting skills:
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− | * '''Range skill''' (SPIRIT → Casting → Range): Increases or decreases spell distance
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− | * '''Duration skill''' (SPIRIT → Casting → Duration): Extends or shortens spell duration
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− | * '''Area of Effect skill''': Expands spell area
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− | * '''Weight skill''': Allows spell to affect heavier objects
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− | * '''Number of Targets skill''': Allows spell to affect more targets
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− | | |
− | == Spell Domains ==
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− | | |
− | Spells are organized by domain, corresponding to Attunement skills:
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− | * '''Fire''' - Flame, heat, destruction
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− | * '''Water''' - Ice, liquid, purification
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− | * '''Air''' - Wind, lightning, flight
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− | * '''Earth''' - Stone, metal, growth
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− | * '''Life''' - Healing, enhancement, protection
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− | * '''Death''' - Necromancy, decay, shadow
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− | * '''Self''' - Personal enhancement, meditation
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− | * '''Others''' - God-specific domains, unique magicks
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− | | |
− | Each domain has associated spells that require the corresponding Attunement skill.
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− | | |
− | == Learning New Spells ==
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− | Characters acquire spells through:
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− | # '''Direct Gift''': Another magician performs a ritual (usually 2 weeks) to transfer ownership
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− | # '''Reading Spell Books''': First reader gains the spell, book becomes blank
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− | # '''Divine Grant''': Gods may grant spells to worshippers (see Worship under SPIRIT)
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− | # '''Discovery''': Rare - finding ancient spell scrolls or artifacts
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− | | |
− | The recipient must meet the spell's '''Receiving Requirements''' (typically minimum Attunement in the spell's domain).
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− | | |
− | == Mental Fortitude and Spell Cost ==
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− | | |
− | '''Mental Fortitude''' (MIND → Willpower → Mental Fortitude) serves as the primary resource for spellcasting:
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− | | |
− | * Each spell cast consumes Mental Fortitude points (specified in spell cost)
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− | * When Mental Fortitude reaches 0, the character '''cannot cast spells''' until recovery
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− | * Mental Fortitude recovers with rest (typically 1 point per hour of rest, full recovery after 8 hours sleep)
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− | * Some powerful spells may also cost physical Fortitude, special components, or other sacrifices
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− | | |
− | == Spell Examples ==
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− | | |
− | === Fire Domain ===
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− | | |
− | '''Spark'''
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− | * Encumbrance: 1, Cooldown: 1 hour
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− | * CT: 1 round, Active, DR: 5
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− | * Cost: 1 Mental Fortitude
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− | * Distance: 10m, Duration: Instant, AoE: Single target
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− | * Effects: O6-2 fire damage
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− | * Receiving: Fire Attunement 1, Giving: Ritual 1 week
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− | '''Fireball'''
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− | * Encumbrance: 5, Cooldown: 6 hours
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− | * CT: 2 rounds, Active, DR: 10
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− | * Cost: 3 Mental Fortitude
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− | * Distance: 50m, Duration: Instant, AoE: 3m radius
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− | * Effects: O6+2 fire damage to all in area
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− | * Receiving: Fire Attunement 3, Giving: Ritual 2 weeks
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− | | |
− | === Water Domain ===
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− | | |
− | '''Water Breathing'''
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− | * Encumbrance: 3, Cooldown: 2 hours
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− | * CT: 1 round, Active, Restriction: Must be near water, DR: 8
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− | * Cost: 2 Mental Fortitude
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− | * Distance: Touch, Duration: 1 hour, AoE: Single target
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− | * Effects: Target can breathe underwater
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− | * Receiving: Water Attunement 2, Giving: Ritual 2 weeks
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− | == See Also ==
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− | | |
− | * [[Legacy_Magick]] - The legacy magick system
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− | * [[Legacy_Incantation_Magic]] - Legacy freeform spellcasting system
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− | * [[The_Character]] - Character creation with SPIRIT characteristic
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− | * [[Category:Spells]] - Complete spell list
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− | * [[Category:Gods]] - Divine spell domains
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| + | [[Category:Spells]] |
| + | [[Category:Gods]] |
| [[Category:Rules]] | | [[Category:Rules]] |
| [[Category:Magic]] | | [[Category:Magic]] |