Evolutionary Magick

From Amar RPG

Note that this system is currently not being developed.

The Evolutionary Magick is a new, simplified magic system that changes the way spells are learnt, and their effect as they level up. While making the system simpler, it also allows magic casters to easier get an huge variety of spells to use from.

The Evolutionary Magick system doesn't change the whole process of doing magick, things that aren't noted here will work as it does in the original system.

The Magick Skills

The Evolutionary Magick only changes the way spell magick works.

There are two different kinds of skills in the Evolutionary Magick system, the magick lore, and the magick path. In this system the spell path is used to "evolve" your spells into other spells that are alike. Leveling up a spell path will allow you to use new, upgraded versions of the original spell. The spell path also pays a roll in the casting of the spells.

When casting a spell the player must roll a dice and add it to the spell path. The total must equal or exceed the DR (4 + the spell's path rank + the spell's level)

When a player uses a spell, the player gets one experience mark in the path skill.

Evolution of Spells

There are multiple, different spell paths in the Evolutionary Magick System. To learn a new spell within a path, one must get a teacher, book or you'd had to do your own spell research. All spells can be cast up to a level of the user's path lore - the path rank of the spell + 1. Example:

Ok, so you know Fil, right? He has just learned a rank 1 spell of the Elemental Path, Watering. His Elemental Path is level 4. To know what levels of Watering he can cast, Fil subtracts 1 (the spell rank in the Elemental Path) from 4 (his Elemental Path level) and adds 1. Fil ends up with the number 4, therefore Fil can cast Watering in level 1, 2, 3, and 4.

Basic Spell Paths

Advanced Spell Paths

Forbidden Paths

The forbidden spells are, as in the original system, 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.