Magic


*Spells

Spells cost 10 TP for the first level, and 10 TP for each additional level. A mage can only buy the first level initially, but in later levels can level it up to 2 levels each time, as long as requirements are met for the highest level.
Each spell has the following information

Path- what path the spell belongs to
elemental: Earth, Air, Fire, Water, Darkness, Light, Electricity
arcane: Illusion, Healing, Necromancy, Blood, Plant, Animal, General

Requirements- What a character must meet to buy the first level of the spell. There will be a Magic Requirement, a Level Requirement, and a Memory Requirement. The character must meet at least two of the three to buy the spell.

Effect- what effect this spell has at first level

Cost- how much mana it costs to cast this spell

Additional Effect- how much additional levels will increase the effectiveness of the spell

Additional effects add 10 mana each to the cost of the spell. If the caster has access to a spell at higher levels, the caster may choose to only spend the mana to cast it at a lower level.

Time- how long it takes to cast the spell

For every 50 Cast Spell base the character has, the time is reduced by a half second. minimum time for the spell is half a second.

If the memory requirement is not met, it will take 2 seconds longer for each point of memory lacking. If the memory requirement is exceeded, it will take a half second less for each point of memory.


Difficulty Rating- the roll the caster must beat

Additonal effects adds 10 to the roll the caster must beat


If the caster's "Cast Spell" skill is more than the Difficulty Rating, then the caster must still roll, as they may fail it if they fumble.


If the caster is not casting the spell against another character, the caster follows the unopposed rules of skill checks.


Failure Penalty- what happens if the caster fails the roll by more than half

Any roll less than the required roll costs the caster 1 mental fatigue point. A fumble automatically takes the fatigue point away.


If a caster is down to 1 mental fatigue point, the caster may not attempt any spell in which failure without a fumble is possible. If the caster then fumbles the roll, the caster is knocked unconscious.

Template

Spell
Path
Requirements
TP
Effect
Cost
Additional Effect
Time
Difficulty Rating
Failure Penalty


Example

Heal
Healing

Requirements: 8 Magic, 8 Memory, Level 1
TP: 20
Effect: Heals 4d6+20 LP
Cost: 50
Additional Effect: 1d6+10 LP
Time: 2 seconds
Difficulty Rating: 50
Failure Penalty: none


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