How does magic work in role-playing games
3. The magic
3.1. Basics of Magic
There are various forms of magic in this role-playing game. While elementalists cast arcane magicians of their element, priest heroes can cast divine spells. There are various forms of sorcery in power of the elements. Some heroes have supernatural powers. Basically, such heroes can be divided into two groups: Some can work magic themselves through fine streams of energy. The others are granted spells by their deity. They do not work spells themselves, but use their deity to do magic. Heroes who can cast spells themselves are called magicians and can cast magical spells accordingly. If the elements are powerful, the magical spells are divided into elemental spells. Elemental spells are identified by the letters E, F, G, L, and M.
A = general school magical spells
E = magic spell from the earth school
F = magic spell from the fire school
G = magic spell from the spirit school
L = magic spell from the air school
M = magic spell from the water school
The gods give their priests the ability to cast priestly spells. Priest spells are indicated by the letter P.
P = priest spell
In order to cast spells, magicians and priests must have at least one hand free and be able to speak. Shackled heroes or heroes on whom silence has been cast cannot do magic.
3.2. Arcane magic
Mages of arcane magic specialize in one of the five elements earth, fire, spirit, air or water and can cast spells accordingly with the help of the selected element. The illustration shows which elements are adjacent and which are opposite.
The magical ability is expressed by the intelligence-dependent manergy value of the elementarian. The higher this value, the more powerful spells the hero can cast. To collect and learn their magic, the elementalists need a spell book. In order to work a spell, you not only need the necessary manergy, but also magical formulas in written form, which the hero has to remember again and again.
The magic spells are cast by fine bundled energy currents that are disturbed by armor, for example. Heroes who want to cast magic spells are therefore not allowed to wear armor.
3.3. Divine magic
Some heroes are given the ability to cast priest spells through their deity. Your magical ability is measured with the help of mystic points. The number of mystic points depends on the karma value and the level of the hero. The practitioner of divine magic does not need a spellbook to learn his magic.
3.4. Magic systems
In the present game system, two magic systems are offered, which differ significantly from each other. While in the system of given spells each hero can cast a few spells with the help of his manergy or his mystic points, in the system of free magic there are no fixed specifications. In this system, the manergy or mystic value indicates the chance of success of a spell.
3.4.1 Predefined spells
With the system of given spells, every magical hero has a selection of spells that he can cast. A part of his magical energy (man energy for the elementalist or mystic points for the user of divine spells) is temporarily lost. Spent magical energy can be regenerated by magical gifts on a quiet night of study or prayer. On such a night they regain 2D6 points of magical energy per level (not above the maximum value, of course).
When casting a spell, where the duration of the effect depends on the expenditure of energy, the duration must be determined beforehand. The energy is consumed immediately.
An elementalist can cast the spells of his element at the normal manergy price. Spells from adjacent elements cost him twice the amount of manergy. He cannot cast magic on opposing elements.
The user of divine spells can cast the spells available to him for the normal value of mystic points. If during the casting of a spell the concentration of the caster is disturbed, for example by a successful attack, he must succeed in a test of constitution or concentration. If he does not succeed in the test, the magic fizzles with loss of half the amount of energy.
If an elementalist finds a spellbook and tries to learn new spells from it, an intelligence test is due. The test is modified by the minimum amount of man-energy required to cast the spell in question.
3.4.2 Free Magic
In the system of free magic, the player can let his creativity run free and adapt the magic of his hero exactly to the circumstances. The unpredictable, unique, and fantastic nature of magic comes into play very well. The magician uses his ability freely and conjures up something unique with the help of his element. For the player of a magical hero, the free magic system thus represents a great challenge.
In the system of free magic, the man energy points and mystic points are not magical energy, but the basic chance of success for the caster.
A magical hero can cast as many spells as he wants (or at least try) in the free magic system. His energy does not wane. A magician must constantly study the basic structures of his element in his magic book. However, he does not write complete spells in the book. Free magic itself cannot cause damage, only effects. For example, a fireball will not do fixed damage. Rather, the player describes the desired effect. In the example, the victim would get fire damage as a result of the magic effect according to the framework conditions.
An elementalist can include the following components in their spells:
Earth: earth, stone, ground / subsoil
Fire: fire, heat, light, sun
Mind: illusion, influence, knowledge, communication
Air: wind, air, gas, electricity
Water: water, liquid, cold, ice, precipitation
Priest (depending on the deity): Protection, healing, support, transformation, blessings and curses
When a casting hero casts a spell in the system of free magic, the process is as follows: The player describes the desired spell and its effect as precisely as possible in the current situation. Based on this description, the game master rates the difficulty of the spell on a scale from 20 to infinity. The level of difficulty is modified by various influences.
A spontaneous spell is more difficult than a long prepared ritual spell.
A spell cast alone is more difficult than a joint spell.
A spell under unfavorable conditions (fire magic in the rain) is more difficult than a spell in favorable conditions.
A magic of the adjacent element is more difficult than a magic of the own element. Spells of opposing elements are not possible.
When using free magic, elementalists draw their magical energy from the environment. In contrast to the predefined spells, you no longer have any restrictions on the number of spells you can cast per day, as your manergy value is not reduced. Another restriction applies here. The environment (approx. 100m radius) is drawn from magical energy by a spell. If several spells of an element are cast in one place, it becomes more difficult to concentrate the remaining magical energy of the corresponding element with each spell. (Difficulty of a spell increases by 10% of the difficulty value of all previous spells of the same element). Another elementalist can thus sense whether spells of a certain element were recently cast in a location.
This restriction applies to all elements separately. The magical energy of the elements usually takes about a day to regenerate. With very powerful spells, however, it can take several days until the magical energy is completely restored.
Now it is up to the caster to reach the level of difficulty of the spell. To do this, the player in question rolls 1 D100 and adds the result to his manergy or mystic value. If the result is higher than the level of difficulty of the spell, the spell succeeds. The magic resistance of an opponent is always counted if he is directly affected by a spell and not as a result of the effect. A couple of examples: If an earth elementalist tries to petrify his victim, his magic resistance will be taken into account. If a spirit elementalist tries to whisper to his victim to harm himself, his magic resistance is also taken into account. If a fire elementalist tries to ignite his victim, his magic resistance is also taken into account. However, if a fire elementalist tries to ignite the opponent's clothing or an object nearby, the magic resistance is not counted. Here the victim has other options to avoid the spell effect. If an air elementalist tries to stop an enemy by solidifying the air around them, magic resistance is not counted.
The following table will help you assess the level of difficulty of a spell.
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