The reason I didn't use turn, is because the pace of the action greatly effects how long a turn is. In battle, 5 seconds casting can get you killed, if you're not careful.
I edited some of the magic I wrote up a few posts ago. I also added two more levels. One school, half done.
So, if I understand correctly, putting a single point in blessed magic would get you the 3 level 1 spells. Blessed is one of the 4 strains? or is it one piece of a strain? If it is one of the strains, there is going to really be a very small amount, if any diversity among mages, or am I misunderstanding?
I did notice you said elemental mages are going to end up being more versatile and I am assuming the "blessed" magic is the holy strain... I currently have not really dabbled in magic to any degree, but want to make sure I understand the changes in case I end up dabbling. hehe
Death is no more than turning us over from time to eternity. Whether that eternity is damnation or salvation is determined in the time we have.
At this time, there will be 4 schools of magic. Blessed is one of these.
Yes, each level has 3 spells. The more levels you have, the more spells you will have.
You're mistaken with diversity. Certainly, if everyone is an elemental mage, they will all have the same spells at the same levels.
But someone may go uber mage and invest in all the schools. Or someone may just buy a couple of levels of say, blessed and then spend their points in weapons and armor and so on, to be that classical paladin.
Really, even with freeform magic there has been very little difference between spell-slingers.
Yes, more spells or 'pick from these spells each level' and so on would allow more variety, but it's much too much work and the benefit does not outweigh the balancing and other issues involved in delivering that.
Also, I am loathe to have magic do everything. So sure, you may not get the 'detect magic' or 'knock' spells... but that will just mean you have to be more creative.
Yeah the turns arent a set amount of time, so its not perfect. i was just hoping to avoid questions like:
"Was that turn 5 seconds or 10 seconds? I thought it seemed more like 15 seconds..." Etc...
Turned based would avoid that. Some spells could take multiple turns to cast so the player would know going in. "If I use this spell, I'm going to be a sitting duck for X rounds till it goes off."
Not perfect, just easier to measure and less questions.
Also, for clarity purposes, I would recommend replacing things like "Minor Increase" with something more concrete like "Increases (insert skill) by (Insert Amount) for (Insert duration), to a maximum of 10.
Like the other suggestion, its not perfect, but may go a long way to avoiding confusion and questions...
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
- One 'round' is highly subject to change and not a true or tangible measure of time. I'm open to suggestions.
- While a buff spells could for example state '+ 1 to speed and + 1 to applicable weapon skill (and other applicable combat skiils)', that all gets very messy. Also, you wouldn't be able to sum up the damage of an offensive spell in any way other than 'minor' and so on. The GM still has the last say in affects.
So maybe use the +X formula for spells that would effect stats??
Or may be just simpler to use the same thing for both and stick with Slight, minor, etc...
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
I think so. We're not going into 'slight plus minor = this and that' crap. It's all RP flair really. I think everyone should know what minor damage vs moderate damage might look like anyways.
Purify Water: The mage can purify water that is ill fit to drink. Range: Immediate. AOE: Up to 1 litre of water (32 ounces). Cast time: 1 full minute. Power: Permanently makes stagnant water safe to drink.
Shocking Grasp: Touching an enemy. the mage electrifies them. Range: Immediate. AOE: One target. Cast time: Immediate. Power: Deals mnimal damage, can stun minor enemies this round.
Dust: A fine cloud of dirt clouds the air. saving the mage from harm. Range: Immediate. AOE: Targets those attacking the mage. Cast time: Immediate. Power: Can cause minor enemies to stall and cough this round.
Level 2 ELEMENTAL MAGIC
Minor Stone Skin: Hardens the target's skin and makes them more resilient. Range: 6 feet. AOE: One target. Cast time: 10 seconds. Power: The target recieves a minor boost to their damage resistance. This spells lasts 3 minutes.
Ventriloquism: The mage's words are carried on the wind. Range: 20 feet, within line of sight. AOE: One target. Cast time: 5 seconds of speech. Power: The mage's message is immediately delivered to the ear of the targeted recipient.
Fire Dart: A lick of flame shoots from the caster's hand as a tiny, burning projectile. Range: 15 feet. AOE: One target. Cast time: Immediate. Power: Does minimal damage.
Level 3 ELEMENTAL MAGIC
Drenching Splash: One target gets quite the surprise, as the mage soaks them to the core Range: 12 feet. AOE: One target. Cast time: 3 seconds. Power: One target can be drenched, causing some confusion and/or slowing the target in lesser enemies.
Rumble: By striking the ground, the mage can cause the earth to writhe at their command. Range: 20 feet. AOE: 3 feet. Cast time: 5 seconds. Power: The earth will surge but once in the target area, potentially disturbing balance and even causing smaller enemies to stagger, trip or fall.
Fire Breath: Breathing fire, the mage can burn all enemies within close proximity. Range: 3 feet. AOE: 180 degrees in front of the mage. Cast time: 3 seconds. Power: All creatures within the effected area can suffer minor burns.
I will echo most of what Gray has said regarding the magic system.
The 'time-to-cast' is really just rp fluff, as most everything is. That's the nature of the system. Being overly restrictive and relying on what is inherently a non-standardized time frame (a turn) is not the way to go. By using seconds/minutes, you're using something that everyone already knows. It makes life easier, since again, it is just fluff at the end of the day.
The next thing is +1/+2/etc vs minor/major/etc. The minor/major system was set up at the beginning because it was intuitive and made sense. The difference between rank 5 and 6 in a skill or what have you is not always super clear. It also sets up a weird issue that because of the nature of the skill system, a +1 bonus would be more effective the higher ranked you are until rank 10. Because if you were a ranked 9 in a skill, the plus 1 would be like 10 free prestige points, as opposed to 4 if you were at rank 4. And if you are at rank 10 and get a plus 1, do you go to 11? Do you still cap at 10? The minor/major system gets around that and acts as an easy to understand flat buff.
Suffering: A wounded enemy feel the wrath of the mage, their wounds taking toll. Range: 15 feet. AOE: One injured target. Cast time: Immediate. Power: This spell causes a minor increas in the pain felt due to existing injuries in one target.
Pierce Darkness: The mage's vision sees through shadow and darkness, revealing what lurks within. Range: 30 feet. AOE: Line of sight, effects the caster only. Cast time: Immediate. Power: The mage now has improved vision in natural darkness and shadow. This effect lasts 10 seconds.
Shadow Claws: Summons black claws to tear and rend enemies' flesh. Range: Caster. AOE: Caster's hands. Cast time: 3 seconds. Power: The claws act as standard knife weapons for melee attacks. They will last 3 minutes .
Level 2 DARK MAGIC
Ominous Aura: The mage becomes considerably more threatening, instilling fear in those around him. Range: Caster. AOE: All intelligent creatures within 10 feet. Cast time: 10 seconds. Power: + 2 Intimidation for 5 minutes.
Immediate Illness: The mage can strike the target with illness and fatigue. Range: 10 feet. AOE: One target. Cast time: Immediate, Power: 2 points Endurance penalty.
Insidious Ward: An ancient glyph deters further action. Range: Target must be touched. AOE: 3 feet. Cast time: 10 seconds. Power: Creates a dark ward, which will cause minor harm if tampered with. Lasts ten minutes.
Level 3 DARK MAGIC
Detect Thought: The mage can detect the thoughts of those hidden from view. Range: Caster. AOE: 15 feet. Cast time: 5 seconds. Power: The mage can detect intelligent beings nearby. They cannot read their thoughts. Lasts 10 minutes.
Lesser Tendrils: Summons a pair of dark tendrils which act as extra limbs and may be utilized in many ways. Range: Centered on the caster. AOE: 3 feet. Cast time: 5 seconds. Power: These two tendrils act as apendages. They are not capable of very fine tasks or manipulation. Can be used as + 2 unarmed weapons (caster's skills does not apply). Lasts 5 minutes.
Minor Curse: The mage impairs the targets ability, weakening their target. Range: 12 feet. AOE: One target. Cast time: 10 seconds. Power: The target suffers - 2 to speed and overall combat ability.
Level 4 DARK MAGIC
Enveloping Shadow: Hiding in darkness is dramatically improved. Range: Caster. AOE: n/a. Cast time: 5 seconds. Power: + 4 bonus to HIding talent, when hiding in sufficient shadow, low light or darkness.
Acidic Fog: A terrible, choking fog which can impair function and movement. Range: 60 feet. AOE: 12 feet. Cast time: 8 seconds. Power: Creates a fog bank which can sting the eyes and burn the lungs, causing blindness and/or nausea. Lasts 3 minutes.
Darkened Cloak: Arcane power increases the user's defense at night. Range: Caster. AOE: Caster. Cast time: 10 seconds. Power: Grants a minor bonus to all forms of harm. Effective only at night, or very low light conditions. Lasts 30 minutes.
Level 5 DARK MAGIC
Bleed:Wounds become more grievious and potentially fatal. Range: 30 feet, line of sight. AOE: One target. Cast time: 10 seconds. Power: All open wounds sustained prior by the target are moderately amplified in severity.
Darkling: Summons a shadow servant which will defend the caster from threat ferociously, or will attack upon command. Range: Summoned within 10 feet. AOE: n/a. Cast time: 30 seconds. Power: Summons a darkling, some 4 feet tall and humanoid in appearance. 3 points in overall fighting, claws act as small blades. Treated as a lesser creature, will dispel after 10 minutes, or if slain. Incapable of other tasks.
Atrophic Blade: A terrible enchantment and woeful to any struck by such a weapon. Range: 12 feet. AOE: One target's weaponry. Cast time: 5 seconds. Power: Any successful hit can cause severe numbing and ache in the affected area, reducing the victim's ability to move effectively.
Thanks for the input. I just started using points for drawbacks, lol.
I'm undecided how it will be put in the final edit. It really depends on what it's being applied to. Bonuses and penalties to skills aren't too hard to figure, but let's see what other people think.
To simplify this further, we could make all cast times immediate and hope that users rp the bigger spells well.
I am still alternating between points for say, buffs (whether they gain + 2 to speed, or attacks suffer a 2 point penalty and so on) and using terms like 'minor' for damage.
I was toying with '2 points damage/power/attack' which is to say, the same as someone having 2 points in their attack skill - but that really doesn't work for damage.
I also thought about leaving the damage just specific to the spells level, but that doesn't allow for much versatility.
The issue is slight, minor, moderate, major and critical isn't the most thorough system and wide open to interpretation.
I have 5 in 3 school, going to work on some druid magic things.
Level 1 ELEMENTAL MAGIC
Purify Water: The mage can purify water that is ill fit to drink. Range: Immediate. AOE: Up to 1 litre of water (32 ounces). Cast time: 1 full minute. Power: Permanently makes stagnant water safe to drink.
Shocking Grasp: Touching an enemy. the mage electrifies them. Range: Immediate. AOE: One target. Cast time: Immediate. Power: Minor damage, can stun minor enemies this round.
Dust: A fine cloud of dirt clouds the air. saving the mage from harm. Range: Immediate. AOE: Targets those attacking the mage. Cast time: Immediate. Power: Can cause minor enemies to stall and cough this round.
Level 2 ELEMENTAL MAGIC
Minor Stone Skin: Hardens the target's skin and makes them more resilient. Range: 6 feet. AOE: One target. Cast time: 10 seconds. Power: - 2 penalty to attacks on target. This spells lasts 5 minutes.
Ventriloquism: The mage's words are carried on the wind. Range: 20 feet, within line of sight. AOE: One target. Cast time: 5 seconds of speech. Power: The mage's message is immediately delivered to the ear of the targeted recipient.
Fire Dart: A lick of flame shoots from the caster's hand as a tiny, burning projectile. Range: 15 feet. AOE: One target. Cast time: Immediate. Power: Minor points damage.
Level 3 ELEMENTAL MAGIC
Drenching Splash: Targets get quite the surprise, as the mage soaks them to the core Range: 30 feet. AOE: 3 feet. Cast time: 3 seconds. Power: Targets can be drenched, causing some confusion and/or causing a 3 point penalty to speed.
Rumble: By striking the ground, the mage can cause the earth to writhe at their command. Range: 20 feet. AOE: 3 feet. Cast time: 5 seconds. Power: The earth will surge but once in the target area, potentially disturbing balance and even causing smaller enemies to stagger, trip or fall.
Fire Breath: Breathing fire, the mage can burn all enemies within close proximity. Range: 3 feet. AOE: 180 degrees in front of the mage. Cast time: 3 seconds. Power: All creatures within the effected area can suffer minor burn damage.
Level 4 ELEMENTAL MAGIC
Flame Blade: Enchants a weapon with the ability to burn all that it harms. Range: 10 feet. AOE: One weapon. Cast time: 5 seconds. Power: Any successful attack also deals moderate fire damage. Enchantment lasts 10 minutes.
Rock Spikes: Crude but effective rock spikes jut from the ground, harming and even impaling foes. Range: 20 feet. AOE: One target, must be on soil, rock or like substance. Cast time: 3 seconds. Power: Can deal moderate damage.
Enchanced Speed: The wind heeds the mage and enchances the speed of their target. Range: 15 feet. AOE: One target. Cast time: 5 seconds. Power: + 4 speed. 2 minute duration.
Level 5 ELEMENTAL MAGIC
Shredding Wind: A vortex of wind tears at the enemy. Range: 40 feet. AOE: 15 feet. Cast time: 5 seconds. Power: Deals Moderate damage to all creatures within the AOE . Lasts 30 seconds.
Rockwall: The earth surges forth, creating a defensive wall at the mage's whim. Range: Within 10 feet. AOE: 2 feet thick, 6 feet high, 12 feet long. Cast time: Immediate. Power: The mage may form how the wall lays as they wish ie: in a straight line, curving about them. This wall will last 30 seconds only.
Hail Storm: By summoning a sudden and powerful hail storm, the mage pelts his enemies with ice. Range: 40 feet. AOE: 20 feet. Cast time: 5 seconds. Power: The AOE is pelted with small, icey particles that each deal slight damage. Lasts 1 full minute.
To simplify this further, we could make all cast times immediate and hope that users rp the bigger spells well.
I am still alternating between points for say, buffs (whether they gain + 2 to speed, or attacks suffer a 2 point penalty and so on) and using terms like 'minor' for damage.
I was toying with '2 points damage/power/attack' which is to say, the same as someone having 2 points in their attack skill - but that really doesn't work for damage.
I also thought about leaving the damage just specific to the spells level, but that doesn't allow for much versatility.
The issue is slight, minor, moderate, major and critical isn't the most thorough system and wide open to interpretation.
I would say immediate for most, but some of the hefty ones an extra round or so. You want to use that level 10 spell that nukes the whole town? its gonna take you a minute to get your **** together...
Liking the points for buffs/penalties just easier to avoid questions. Agreed that it doesnt work for damage.
Agreed here as well, damage specific to spell level doesnt seem to work.
Maybe since we would be using points for buffs/penalties so the slight, minor, etc would mostly only be used for damage we could create some sort of guideline as to roughly what they mean?
Slight - No lasting injury, but may shake the victim up some
Minor - scratches and bruises, no vital injury but may impare action.