Magic Creation System

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Magic Creation System

Post by Serenity on Mon Oct 23, 2017 1:23 am



Last edited by Serenity on Mon Oct 23, 2017 2:41 am; edited 1 time in total

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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 1:30 am


SCHOOLS OF MAGIC

The class or "school" of a spell is its defining feature. It is the essence of your magic. If you are not immediately starting off with magic, there is a one time cost of 50 experience to gain your first school of magic. A second school of magic costs another 50 experience. Characters that are starting off meant to be a magic user get their first class for 5-15 experience, depending on DM discretion. If it is later discovered that your character is not truly using their magic and it was only mentioned as a way to get a free class "just in case" you wanted to explore it, it will be taken away. Anything in parenthesis are sub-schools or extra requirements.


  • Elemental: Air (Lightning), Water (Ice), Fire, Earth. [Choose One Element]
  • Enhancement: "More." More strength, stamina, health, dexterity, wisdom, etc...
  • Transmutation: "Alteration." Altering the physical, soulless, world in different ways; turning coal to diamond, bending light.
  • Illusion: Manipulation of the senses.
  • Summoning: Calling an object or creature to your side.
  • Healing: Restoration of ones body, mind, and soul. (Casting Stat +4 required.)
  • Psychic: Control through mental manipulation. (Casting Stat +5 required.)
  • Necromancy: Manipulation of life and soul. (Casting Stat +4 required.)

Depending on your approach to the magic you wish to create, what is above is not set in stone. For example, invisibility can be an illusion spell, but only if your way of going invisible is by removing your presence from another's mind. If you choose to go invisible by bending light around your character, it would be a transmutation spell.

Mana:
Mana is the energy you use to cast your spell. Unlike everything else in the system, the mana cost of a spell is not bought by experience. Instead, it is based off of the Magic Class and the secondary dice rolled when being cast. The secondary dice is the dice that decides the effect (damage, healing, duration). Mana restores itself like stamina, through rest, unless under the rules of depletion.

To get a school of magic, use the chart below. 


CLASS

MANA COST

EXPERIENCE COST
Elemental275
Enhancement375
Healing775
Illusion575
Necromancy875
Psychic875
Summoning675
Transmutation475
?
Custom/OtherGM CHOICE75

Lowering mana costs by 1 is 25 experience.

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Last edited by Serenity on Mon Oct 23, 2017 4:51 am; edited 1 time in total

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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 1:36 am


MAGIC RANGE AND RADIUS

Range and Radius use the same chart,
but you still must purchase both to create your spell.

Pretty simple and straight forward, the range of your spell is how far from your current location that you can throw it. The radius determines the area that your spell effects. A 40ft range and 20ft radius fireball will be cast 40ft from your position and envelope everything within the twenty feet of it's ignition.


RANGE/RADIUS

EXPERIENCE COST
Self Cast or 5ft2
10ft4
15ft6
20ft8
25ft10
30ft12
35ft14
40ft16
45ft18
50ft20
55ft22
60ft24
65ft26
70ft28
75ft30
80ft32
85ft34
90ft36
95ft38
100ft40
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Last edited by Serenity on Mon Oct 23, 2017 4:45 am; edited 1 time in total

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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 1:54 am


THE PROPERTIES OF YOUR MAGIC

The property of your magic is meant to take it's shape or add an extra effect that has nothing to do with the school of magic chosen. Though most of these are straight forward, here is a basic definition of those that might not be. Chain allows a spell to strike one target and then bounce to another. A blast causes the spell to explode and do extra damage upon the explosion. Multi-target is like "single targeting" more than one person at a time. Force allows the spell to push those struck by it back.


THE ABILITY'S PROPERTY

EXPERIENCE COST

MANA COST
Single Target12
Line34
Cone36
Chain610
Ball/Sphere48
Blast (5ft radius)7 (1d6)8 (1d6)
Multi-Target2 per target2 per target
Force4 per 5ft4 per 5ft
CustomGM ChoiceGM Choice

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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 2:08 am


MAGIC DAMAGE (Secondary Dice)

Your secondary dice will dictate the amount of damage your spell does, or the amount of rounds your spell will last. Remember, D4s only account for duration and D6s are what will dictate your damage. A flat number for the sake of automatic damage/duration can be bought as well. Prices stack.


SECONDARY DICE

EXPERIENCE COST

MANA COST
D4805 per D4
D6602 per D6
1 (Duration)505 per round
1 (Damage)302 per damage
1 (Accuracy)301 per increase

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Last edited by Serenity on Tue Oct 24, 2017 10:01 am; edited 4 times in total

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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 2:24 am


SPELL CASTING TIME

The casting time of a spell is how the spell's effect occurs. The casting time comes in different forms: Standard, delayed, periodic, lingering, or permanent. 

A standard spell is normal. A delayed spell goes off a certain amount of rounds later. 

A periodic spell repeats its effect in increments of time. (Starts at every 6 rounds, use previous charts flat number to lessen the rounds)

A lingering spell continues its effect for a dictated amount of rounds. 

A permanent ability continues until dispelled. In cases that permanence effects life/body, it cannot be dispelled (resurrection).

 Duration only works in d4s.


CASTING TIME

EXPERIENCE COST

MANA COST
StandardN/A0
Delayed102 per round
Periodic102 when effect occurs
Lingering102 per round
Permanant10050 (4d4 depletion)
 
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Re: Magic Creation System

Post by Serenity on Mon Oct 23, 2017 2:39 am


MAGIC IN COMBAT

Magic is a completely different entity than regular combat. You don't dodge a fireball the way you would dodge a sword or an arrow. Physical attacks go against your Defense, but Magical attacks will hit against your Saves: Reflex, Fortitude, and Will. Magical attacks that strike at the body will hit Reflex Saves. Magical attacks that strike at the mind will hit Will Saves. Magical attacks that have succeeded and have lingering or periodic effects will hit Fortitude or Will Saves after the initial damaging round.

If an attack with a lingering or periodic feature do strike and hit the Fortitude or Will Saves, the character must save against the spells SR or Spell Rating. Every spell has a natural SR of 10. The SR is increased by the character's casting stat. A character can increase a spells SR by spending experience: 40 experience for 1 SR increase.

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