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Old 10-17-2004, 08:50 AM   #111
dplax
Jack Burton
 

Join Date: July 19, 2003
Location: an expat living in France
Age: 40
Posts: 5,577
After some discussion with Bozos on MSN I have decided that I shall explain the magic system much better than it has been done so far.

A magic user (mage or healer) has 100% energy to start with. There are four categories of spell sizes: minor, intermediate, major and massive. Casters can be specialized or not. Here are the spell costs depending on caster (minor/intermediate/major/massive).

Non specialist all spell classes: 10/25/50/100 (if a massive spell is used the caster can't cast a massive spell for the next two days)

Specialist: own spell class: 5/10/25/75

other spell class: 20/40/75/can't do

10% is recovered per game-hour.

If a minor duration wants to be added to a spell then that multiplies its cost by 2. If a longer duration wants to be added that multiplies by 3 and if a permanent duration wants to be added that multiplies by 5. This applies to spells which can have a duration. Not all spells can be made permanent. This shall have to be discussed with me if you wish to make a spell permanent. If by using this the cost of a spell goes above 100 the spell can be cast but the mage's energy shall go into the negativ domain and he/she won't be able to do anything until the energy goes back up to 100.

Example:

Telekinetically throwing a dagger once costs 10 for a non specialist, throwing it several time during five minutes costs 20, throwing it several times during an hour costs 30, this spell can't be made permanent.

The spell classes are: elemental, telekinetic, healing, life/death, other. I think they are pretty self explanatory. Other should be use if a spell really can't be categorized.
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