MRPG Magic

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Revision as of 19:51, 16 April 2012 by CourseDirector (talk | contribs) (Spell Resistance)
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The available types of magic are:

  • Earth
  • Fire
  • Wind
  • Water
  • Light
  • Dark
  • Mind
  • Life
  • Death
  • Conjuration
  • Holy

These magics are subdivided in two ways: path and charge.

Path

Every type of magic is considered part of either the Lesser Path or the Greater Path. The exact nature of the division has never been fully understood, though it is widely regarded that 'Greater Path' magics are more grandious, more complicated, etc, while the Lesser Path is not highly regarded.

Unlike charge, the concept of Paths is artificial, the significance given to each type of magic exists according to its consideration during the early days of the Mage Wars, most likely the First Chaotic Period.

Lesser Path

The Lesser Path magics are:

  • Earth
  • Fire
  • Wind
  • Water

Greater Path

The rest, or so-called Greater Path:

  • Light
  • Dark
  • Mind
  • Life
  • Death
  • Conjuration
  • Holy

All Greater Path magic is also considered Endo-Magic, or magic from within.

Charge

Charge has more to do with the actual mechanics of magic, hence why it does not follow traditional divisional lines. The four cardinal elemental magics(earth, fire, wind, and water) have no charge and are considered neutral. The other 7 are considered either positive or negative. The use of the term 'charge' to describe this was invented sometime during the Dynastic Period, earlier books of lore refer to positive as 'Additive', and negative as 'Subtractive'.

Positive

  • Life
  • Mind
  • Light
  • Holy

Negative

  • Dark
  • Death
  • Conjuration

Spell Resistance

Spell resistance(not to be confused with combat resistance) factors in damage reduction from any magical source(not just enemy casters). And, with the proper gear and facets, a player could become entirely immune to magical damage.

Resistance is a form of damage-reduction and works by percentage, having a combined 100% would reduce the damage to zero.

Stacking Spell resistance stacks. For example: if a player had 15% Ruby Counter-Magic and 10% Lesser Path resistance, they would receive a 25% damage reduction from all fire-based spells.

Cardinal Resistance

As established by the card game, there exist specific counter-magics for three of the four elemental types: Ruby, Diamond, and Sapphire counter-magic work against Fire, Wind, and Water spells respectively. Genesis Counter-Magic will also stop any combination of the three.

There is no counter-magic for earth, making it the only non-resistible spell.

Charge Resistance

You may also take resistances by positive or negative charges, covering the whole range of endo-magics. Unlike path or cardinal, there are no excluded forms, so a player can become entirely immune to engo-magic.

Path Resistance

You can also gain spell-resistance by path, taking either Lesser or Greater(or both) resistances. Lesser-path resistance still excludes earth-based spells.

Since path-based resistance covers all magic-types in just two categories, this is the preferred approach.