Difference between revisions of "Magick"

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

Revision as of 13:36, 1 October 2025

Template:Note

Magick
Domain Unknown
Encumbrance 4
Cooldown 4 hours
Casting Time 1 round
Active/Passive Active
Restrictions None
DR 10
Cost 2 Mental Fortitude
Distance Touch
Duration Instant
Area of Effect Single target
Effects See below
Receiving Unknown Attunement 2
Giving Ritual 1 week


Casting

To cast Magick:

  • Roll: O6 + SPIRIT + Attunement + Unknown vs DR 10
  • Cost: 2 Mental Fortitude
  • Time: 1 round
  • Cooldown: 4 hours

Transfer Requirements

  • Receiving: Requires Unknown Attunement 2 or higher
  • Giving: 1 week ritual to transfer spell ownership

Back: Magick