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realms magic system
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Topic: realms magic system (Read 458 times)
realms_creator
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Posts: 18
realms magic system
«
on:
October 15, 2003, 11:22:49 PM »
Tell me what you think.
The Magic System
Character Information
The world of Rock Mornon holds many secrets. One of the greatest is the Great Tower of Magicks. All that is magical has a written history in the great brick tower within the walls of the inner castle. Within, new apprentices study along side great sorcerers in the search and study of spells.
This is not the only place in the realm to study. Before the invasion, there were two other towers of such knowledge. There has been no word since the sealing of the gates on the fate of the other two libraries of wizardry.
The ancient story told to children is that, in the beginning, man was given the gift of magicks by an ancient society. These beings lived in a mystical place not known to any but a chosen few.
The Alphabet of the Arcane was given to man and to the Elvani. Entrusted with this power, there were to use it to protect and defend themselves against the dark creatures that stalk the world. The darkness that lived in man and Elvani prevailed, and soon after the alphabet was deciphered. The powers of man expanded and the Elvani were more adapt at using the magicks.
The wizard professions were created and so began the battles of the most powerful mages in the known realms of man and Elvani. The system was stolen, and given to the Dwarvani, and even some of the more intellectual creatures were using the magicks. Now, it is wild and free to any with the ability to study and understand the letterings and their meanings.
Player Information
All wizard and mage classes are assigned spell points to determine how many spells a day can be cast. Every class is different, and advancement of points may differ as well. Every spell has a spell cost. Spell users may use as many spells as their spell points will allow. If spell points are not used, they are lost and cannot be carried over to the next day.
Importance of sleep- A spell casting character class must have a certain amount of sleep per day or they will suffer a loss of spell points. Once a spell-caster starts the sleep process, the spell points on the following table will determine the amount of points they have to use.
1 minute-4 hours of sleep 15 points gained
4 hours – 6 hours of sleep 25 points gained
6 hours – 8 hours of sleep Total points allowed gained
If a spell caster has 15 or less spell points normally, subtract half of their spell points if their sleep is disrupted, or if they get less than 6 hours total.
Magic
All mages and wizards will use a point system of spell use. Any wizard may cast any spell from their element as long as he has enough spell power. Spell power will vary from character to character.
Base Spell Power per Element
Earth Wind Water Fire
30 40 40 50
As the magic user gains levels, their magic points will increase by their Knowledge attribute.
• Spell range and area affected—spells cast can be increased or strengthened by spending more spell points. For example, magic user casts Ice Dagger. Normally, the damage it does is 1d6 per level of caster, and costs 10 spell points. Spend 20 spell points, and the damage increases to 2d6.
Spell Failure VS. Sidestep
Sidestep
During combat, a spell caster may want to avoid being hit by an attacker in the middle of casting a spell. All casters are trained to deal with this by using a move called the SIDESTEP.
The SIDESTEP- the spell caster moves away from the attacker and continues to cast spells at the same time. Every action the spell caster has equals the number of sidesteps that can be done every rotation. Using a side-step does not use the player characters action.
For example: Gretchen the Battle Mage has two actions per rotation. A fighter with two actions attacks Gretchen. She may use two sidesteps to avoid being hit, then cast 2 spells, use a spell and draw a weapon, or any other two actions.
If Gretchen is casting a “big” spell that takes two actions, she is still able to use the side-step while casting, but she runs the risk of spellfizzle.
Spell Fizzle
There is a chance for a spell to fail and fizzle when using the side-step while casting. This means the spell has failed and nothing has happened. This is due to lost concentration while casting, and that something was mispronounced or a phrase was altered enough to change or ruin the spell.
If a successful roll has been made, the caster sidestepped the attacker and the spell was correctly cast.
Spell Fizzle Chart
Life Level % chance of failure
1 90%
2 80%
3 70%
4 60%
5 50%
6 40%
7 30%
8 20%
9 10%
10 0%
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Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
realms magic system
«
Reply #1 on:
October 17, 2003, 07:16:22 AM »
I'll respond to this one of the two. The moderators may note that there's redundant post with the same title.
The system looks pretty standard. I'll start with a standard question then. What game is this for (link?)? What role do you see magic having in the scope of the game?
What's your name (so I don't have to refer to you as RC)?
Mike
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realms_creator
Member
Posts: 18
Magic user classes in the realms
«
Reply #2 on:
October 20, 2003, 06:29:35 AM »
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