MRPG Spellcasting

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This section covers the basics of how magic works in more detail. Some information is also in Combat and Magic.

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.

What Spells Can Be Cast

This is where things get a little bit rickety for the spell-caster-types. There are Known Spells, Recorded Spells, Memorized Spells, and spells being carried around in other ways. For example: a mage can cast a spell from a proficiency he does not possess, if he has it written on a scroll. Let's try and go over some of the ways a spell can be cast, and how.

  • Memorized:

Spell Types

As covered under magic, spells are classified as Physical, mystical, and Effect, and the way they are cast varies accordingly. All Weave spells are automatically Effect-types.

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 type(Physical, Mystical, Effect)

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.

Spell List

Spells are gained according to the following progressions:

  • Additive Gain: 3, 6, 9, 12, 15, 18, 21, 23
  • Subtractive Gain: 0, 5, 10, 15, 20

Some spells are also learned. See MRPG Magic for details. Other spells belong to a more generalized "Magic" proficiency.

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.

Toggle Abilities

This is just spitballing, here, but the idea is to add toggle abilities. They are usually on or off and change the nature of a spell. An example would be a toggle that makes the spell deal more damage but cost more mana.

Magic Proficiency

In addition to the various named proficiencies, there is a general "magic" proficiency, covered on it's own page with a few of it's own rules.

See Also: