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Magic (Unorganized Rough Draft)

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Standard Magic has spells. Rather than chancing botched magic; spells always work though they can miss still.

Lore

Types

There are 3 types of spells. Active spells that require you to cast it in order to have any meaningful effects. ive spells that may need to be initially cast but keep working for long periods of time without you doing anything. And the rarest type Chain spells that have no effect on their own but can modify the next spell you cast.

The Basics of Magic

Not all magic is viable for combat however any that is have Attack (ATK) and Offence (OF) attack being the base damage and OF being damage added based on rolls. Every success more than needed will add the OF value to the damage. Spells often also have Range (RNG) and Area of Effect (AoE) range being how far the spell can be cast and AoE being how far away from the range it'll effect. AoE comes in a few forms. Impact means the effect is in a radius upon reaching the end of the range. Line means the spell hits everything within the range rather than one thing it hits. Cone means it appears in a cone shape from you as a source. Wall means that there are 2 dimensions that form a wall for the spell. And finally time is the duration spell effects last.

Level Up

Leveling up your spell means you add the level up values to your spell. Like if you had 2 ATK and 5 MP Cost and the level up gave +1 ATK and +2 MP the new spell would be 3 ATK and 7 MP cost. Every level up increases the rank by 1. From F to D. From D to E. Etc. Spells start at Rank F.

Rank Push

You can spend doubled the casting time and MP cost you normally would use in order to cast a spell 1 rank higher than you normally could ignoring anything that prevents you from pushing it higher. The fastest this can be cast is 1 CT.

Casting Time

This is how long your spell takes to cast. Instant means you can cast the spell with standard actions or even bonus actions and counter actions. Quick means that the spell only takes a standard action. Any number means that's how many turns (5 seconds) it takes to cast. A .25 at the end means that the spell is cast the start of the turn after the time ends rather than at the end of the turn.

Mental Cost

These spells take a lot of math and memory to actually cast and thus drain your MP when used. Although some spells are free most aren't

Ichor

Ichor is liquid magic used to actually cast spells with. Normally you use the casting time to gather it in the form of prana in the air but you can skip casting time by using ichor. The cost is equal to the MP cost per turn in grams. The lowest any spell used this way can go is a quick cast time.

Gaining New Spells

When you rank up you automatically gain some magical XP referred to as Spell Points in your element. This SP is gained from leveling up your skill. Every rank up in a spell costs the rank's number. F costs 1, E costs 2, D costs 3, etc. SP is not shared between elements.

Optional Rule: Players can gain SP equal to their INT per night if they choose to study.

You can also use a spell book with a rank or 2 higher than yours to learn the spell gaining 1 SP equivalent knowledge per night.

Skill Rank Unlocks

1: F-D

3: C-B

5: A

Pushed: S

You can cast any rank equal to or lower in the highest version of the spell you have. You may want to write down different versions of the same spell for quick access

You can cast spells 3 ranks below your maximum rank in the spell for no MP cost.

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