Post by Lurid Sorcerer on Mar 12, 2011 16:44:39 GMT -5
Here's what we've come up with for core-book magic so far:
Magic is something you train for in a school over the course of many years, perhaps even more than a decade. There are two schools of magic, Elemental and Mystic. The way the function is very different, making it impossible for someone to understand both schools. This also inhibits their ability to use other types of combat abilities, such as learning to wield weapons, armor and bows. Most of the time, however, those learning to use magic are those that are less physically inclined anyway. After all, simply learning to use a sword and shield is much cheaper than enrolling in a mages' school.
By having knowledge of a skill in magic, a character may then acquire Ability points in types of magic within that school. Both schools have three different types of magic.
The Elemental school deals with creating elemental effects. These take the form of damaging projectile attacks and all have different effects on their target.
The Mystic school requires the mage to touch the target with their catalyst, typically a staff. These spells focus on changing the target's abilities rather than overtly dealing damage.
Casting these spells requires a sort of catalyst. Basic catalysts can be mere enchanted sticks, and therefore can be obtained at any basic magician shop. More advanced ones are quite rare, and can reduce the cost of casting powerful spells or increase the potency of spells of a certain type.
Elemental mages prefer short, wand-like catalysts. These are not for engaging in direct combat, but merely provide a point from which the spells may be cast. Mystic mages, however, prefer longer, staff-like catalysts. Because their magic requires the catalyst to touch the target, they can lightly touch the targets of Support and Heal spells or strike the targets of Curse spells, both dealing some damage and afflicting them with the spell's effect.
The amount of magic that can be cast is determined by their MP, or Magic Points. This is much like HP, but is more like fuel for casting magic. The amount a character has is equal to their CON+WIL. To determine if a spell hits its target, MACC, or Magic Accuracy. MACC is calculated as the average between the character's INT and CON.
When casting a spell, the player will decide how much of the character's MP will be used. Typical spells cost only a single MP, but spending more will cause the spell to be more powerful. After the MP is spent, Elemental mages will roll their MACC against half of the target's EVA (if applicable) and Mystic mages will roll their ACC using their catalyst versus the target's EVA (again, if applicable).
If the spell strikes, it's effectiveness is determined by a roll of INT plus their skill level in the type of magic they're using. Armor is ignored in all cases. For the damaging effects of Elemental magic, the target rolls their WIL instead of their Defense (WIL+Chest Armor). For Mystic mages, they roll their damage with their catalyst as any normal attack would, then their effectiveness is rolled without the target rolling anything.
[This document summarizes how these magic types would work, but does not have specific numbers. This will require a lot of playtesting, so we know what we must do!]
Magic is something you train for in a school over the course of many years, perhaps even more than a decade. There are two schools of magic, Elemental and Mystic. The way the function is very different, making it impossible for someone to understand both schools. This also inhibits their ability to use other types of combat abilities, such as learning to wield weapons, armor and bows. Most of the time, however, those learning to use magic are those that are less physically inclined anyway. After all, simply learning to use a sword and shield is much cheaper than enrolling in a mages' school.
By having knowledge of a skill in magic, a character may then acquire Ability points in types of magic within that school. Both schools have three different types of magic.
The Elemental school deals with creating elemental effects. These take the form of damaging projectile attacks and all have different effects on their target.
- Fire magic damages people and can destroy plants and objects that it strikes. It can catch targets on fire, leading to damage over time. It is the most damaging type, but is relatively short range, as projectiles quickly burn through their magical energy as they travel.
- Cold magic does the least amount of damage and, like Fire, does not last very long. Targets hit by this type of spell are slowed down until they warm up, which can take hours in severe cases.
- Electric magic can reach further than the other types. It deals decent damage, and can stun targets. Unlike Cold, however, this effect lasts only for a turn. Electric magic can, on occasion, arc to hit other, unintended targets, especially metal ones. It makes a loud, thunderous sound when cast. (The more powerful the spell's effect, the louder.)
The Mystic school requires the mage to touch the target with their catalyst, typically a staff. These spells focus on changing the target's abilities rather than overtly dealing damage.
- Support magic raises the stats of the target. A desperate mage may cast this on himself to bolster his fighting prowess or make a quick escape.
- Curse magic lowers the stats of the target. Weaker targets can be more easily be taken down by teammates or the mage himself.
- Heal magic restores the HP of the target. Masters of this art are said to be able to bring the recently-deceased by to life, but such acts are not without consequence...
Casting these spells requires a sort of catalyst. Basic catalysts can be mere enchanted sticks, and therefore can be obtained at any basic magician shop. More advanced ones are quite rare, and can reduce the cost of casting powerful spells or increase the potency of spells of a certain type.
Elemental mages prefer short, wand-like catalysts. These are not for engaging in direct combat, but merely provide a point from which the spells may be cast. Mystic mages, however, prefer longer, staff-like catalysts. Because their magic requires the catalyst to touch the target, they can lightly touch the targets of Support and Heal spells or strike the targets of Curse spells, both dealing some damage and afflicting them with the spell's effect.
The amount of magic that can be cast is determined by their MP, or Magic Points. This is much like HP, but is more like fuel for casting magic. The amount a character has is equal to their CON+WIL. To determine if a spell hits its target, MACC, or Magic Accuracy. MACC is calculated as the average between the character's INT and CON.
When casting a spell, the player will decide how much of the character's MP will be used. Typical spells cost only a single MP, but spending more will cause the spell to be more powerful. After the MP is spent, Elemental mages will roll their MACC against half of the target's EVA (if applicable) and Mystic mages will roll their ACC using their catalyst versus the target's EVA (again, if applicable).
If the spell strikes, it's effectiveness is determined by a roll of INT plus their skill level in the type of magic they're using. Armor is ignored in all cases. For the damaging effects of Elemental magic, the target rolls their WIL instead of their Defense (WIL+Chest Armor). For Mystic mages, they roll their damage with their catalyst as any normal attack would, then their effectiveness is rolled without the target rolling anything.
[This document summarizes how these magic types would work, but does not have specific numbers. This will require a lot of playtesting, so we know what we must do!]