Difference between revisions of "MRPG Spellcasting"

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In simplest terms: the caster puts his will against the target, and if his will is hire the spell hits. The target can still make a dodge attempt.
 
In simplest terms: the caster puts his will against the target, and if his will is hire the spell hits. The target can still make a dodge attempt.
  
==Focus==
 
A mage's Focus determines their attack dice for magic(they will have separate attack dice for melee). Each focus has a base Will Modifier(in this case a + or - to Will) and a dice. The actual number of dice rolled is # + # per rank. This is basically a trade-off; a greater dice roll has the potential to produce a hire will score. Focus works similarly to Stance for melee.
 
 
<table border="1">
 
<tr><td valign="top">'''Will +/-'''</td><td valign="top">'''Dice'''</td><td valign="top">'''Focus'''</td></tr>
 
<tr><td valign="top">0</td><td valign="top">d20</td><td valign="top">'''As Above, So Below:''' This Focus is all about balance. There is no change to Will, it is the most basic Focus available to all mages.</td></tr>
 
<tr><td valign="top">+5</td><td valign="top">d10</td><td valign="top">'''Sleight of Hand:''' Higher base value but lower pottential. This Focus can be enhanced by the facet of the same name. This focus is available to all mages.</td></tr>
 
</table>
 
 
==Buff Spells==
 
Defensive spells targeting friendly targets have no will check and no dice, these are considered to just "always succeed". They are
 
  
 
==Casting Spells==
 
==Casting Spells==
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There is no check for interrupts(except for interrupt spells), however the character can take [[MRPG Facet List|facets]] that allow them to ignore a certain number of interrupt events, this does not help with spells that directly cause interrupts.
 
There is no check for interrupts(except for interrupt spells), however the character can take [[MRPG Facet List|facets]] that allow them to ignore a certain number of interrupt events, this does not help with spells that directly cause interrupts.
 +
 +
==Focus==
 +
A mage's Focus determines their attack dice for magic(they will have separate attack dice for melee). Each focus has a base Will Modifier(in this case a + or - to Will) and a dice. The actual number of dice rolled is # + # per rank. This is basically a trade-off; a greater dice roll has the potential to produce a hire will score. Focus works similarly to Stance for melee.
 +
 +
<table border="1">
 +
<tr><td valign="top">'''Will +/-'''</td><td valign="top">'''Dice'''</td><td valign="top">'''Focus'''</td></tr>
 +
<tr><td valign="top">0</td><td valign="top">d20</td><td valign="top">'''As Above, So Below:''' This Focus is all about balance. There is no change to Will, it is the most basic Focus available to all mages.</td></tr>
 +
<tr><td valign="top">+5</td><td valign="top">d10</td><td valign="top">'''Sleight of Hand:''' Higher base value but lower pottential. This Focus can be enhanced by the facet of the same name. This focus is available to all mages.</td></tr>
 +
</table>
 +
 +
==Buff Spells==
 +
Defensive spells targeting friendly targets have no will check and no dice, these are considered to just "always succeed". They are still susceptible to interrupt effects as covered above.
  
  

Revision as of 22:06, 20 November 2013

NOTES: The decision has been made to split spell-casting back out of combat. Where as previously spellcasting used the same system as combat, and before it used a "the same, only different!" system, now it actually uses an entirely different system.

Magic is not a formula, no cold-calculating equation such as combat. The power is called forth out of need. Now, here's the cold-calculating equation: spellcasting is based on a Will score. Each class has a base Will associated with it, and Will increases by one per level. Some races also get a racial bonus or penalty to will.

Total Will is Base Will + Primary Favored Proficiency + Favored Stat + or - any bonuses.

In simplest terms: the caster puts his will against the target, and if his will is hire the spell hits. The target can still make a dodge attempt.


Casting Spells

There are three types of spells: Fast Cast, Slow Cast, and Weave(See: Mage Wars(Card Game)). Unlike in the card game, however, casting-type determines how long a spell takes to cast.

  • Fast Cast: Instantly, cannot be cast if not memorized.
  • Slow Cast: ...I have to go finish the 'instances and rounds' thing.
  • Weave: Same rules as Slow Cast. Duration is specified by spall and increases by 1 minute for each level and 2 minutes for each rank.

Fast Cast spells the player has memorized are always cast instantly, while Slow Cast takes an amount of time dependent on whether the spell is memorized or read from a spellbook. Weave spells(enchantments) are cast instantly if from memory or around a specific time if from spellbook. Fast Cast spells cannot be cast from a spellbook.

Spells can also be cast from Tomes or Scrolls, in this instance they are treated the same as if being cast from a spellbook.

Only AOE spells have range, single-target spells as considered to be able to hit any target the character can see. Spells do not pass through obstructions.

Weave spells without a specified duration last until some effect removes them.

Spell Effects

Spells have different effects according to which proficiency is used. For example: the spell Healing Ember restores some hit-points if used with the Life Proficiency, removes some statis effects when used with Mind, and does something else under another proficiency. For memorization purposes, it counts as a single spell, while being actually 4 spells in one. This is only found on Progression spells.

Spell Components

Or, rather, what the spells need to have listed on the MRPG Spell list.

Spell name, obviously

Progression: I, II, III, IV, V, VI, VII, VIII. Subtractive spells are treated the same way as additive in this cirumstance. Meaning that even though the first subtractive spells aren't gained until level 5, they are treated as First Progression or Progression I spells. All spells have a progression whether they are gained or learned.

Casting Cost, how much SP it takes to cast.

Description of what the spell does(damage, effect, etc) and damage-types(as some spells can deal multiple damage types), by proficiency.

Spell speed(fast, slow, weave) if its a weave also duration.

Spell Interruptions

Unlike the card game, spells cannot be "countered"(the countermagics have become a part of resistance). Slow-Cast and Weave spells cast from spellbooks can be interrupted.

Nearly anything can interrupt a spell. Each of these counts as an "Interrup Event":

  • Anytime a mage takes any damage
  • Anytime the mage is the victim of an Effect
  • Anytime the player is touched by a powerful enough anti-magic aura.

Additionally, some spells cause interrupt effects.

There is no check for interrupts(except for interrupt spells), however the character can take facets that allow them to ignore a certain number of interrupt events, this does not help with spells that directly cause interrupts.

Focus

A mage's Focus determines their attack dice for magic(they will have separate attack dice for melee). Each focus has a base Will Modifier(in this case a + or - to Will) and a dice. The actual number of dice rolled is # + # per rank. This is basically a trade-off; a greater dice roll has the potential to produce a hire will score. Focus works similarly to Stance for melee.

Will +/-DiceFocus
0d20As Above, So Below: This Focus is all about balance. There is no change to Will, it is the most basic Focus available to all mages.
+5d10Sleight of Hand: Higher base value but lower pottential. This Focus can be enhanced by the facet of the same name. This focus is available to all mages.

Buff Spells

Defensive spells targeting friendly targets have no will check and no dice, these are considered to just "always succeed". They are still susceptible to interrupt effects as covered above.


Flourish

Spellcasters are allowed and indeed encouraged to flourish when casting spells. If it is a spellcasting flourish, then the bonus dice are used to add to the will score. If the flourish is good enough, the GM is welcome to just declare that the spell hits without any further checks.


See Also: